imported>LoekTheBawz
Kurvaros Technologies Tower Table Filling
m Changed some missions to trials to no longer spread misinfo and confusion!!
 
(49 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[File:3DRoseElyrion.png|centre]]
<div class="hoverbox">
==Daily Trial Data==
The Mission of the Day is given to the player by Ragnar in [[The Nexus]].
The Mission of the Day is given to the player by Ragnar in [[The Nexus]].


Ragnar currently has 3 different mini missions available for the Silverlings: Temple Run, Echoes of the Past and Tower Defence.
Daily missions consist of short trials, their rewards are the '''only way''' to progress in the [[Seasons#Seasonpass|Season pass]]. <br>
 
Ragnar currently has 3 different trials available for the Silverlings: Trial of the Swift, Trial of the Flame and Trial of the Guardian. <br>
{| class="wikitable"
|+ Trial order
|-
! Day !! Trial
|-
| Monday || Trial of the Sapphire Flame
|-
| Tuesday || Trial of the Crystal Guardian
|-
| Wednesday || Trial of the Swift
|-
| Thursday || Trial of the Verdant Flame
|-
| Friday || Trial of the Network Guardian
|-
| Saturday || Trial of the Rose Flame
|-
| Sunday || Trial of the Matrix Guardian
|}
</div>
{{ButtonHeader
|type=DailyTrial
|text=Daily Trial Merits
|img=Icon-SeasonPass
|content=
<div class="hoverbox">
<div class="hoverbox">
==Mini Mission Merits==
Ragnar gives out different rewards depending on how well the <span style="color:Silver;">Silverling</span> did in the Trial of the Day.
Ragnar gives you different rewards depending on how well you did in the Mini Mission.
<div class="pre-dungeon">
<div class="pre-dungeon">
'''Platinum''' <br>
<span style="color:#CFCFCF;">'''Platinum'''</span> <br>
25,000 Seasonpass XP <br>
25,000 Seasonpass XP <br>
5,000 Soul Points to your current Class <br>
2,000 Soul Points to all Classes <br>
1 Epic Mystery Key OR 1 Rare Mystery Key <br>
1 Uncommon Mystery Key <br>
1 Common Mystery Key <br>
+10% Loot Boost on Seasonal Characters until the next Cycle.<br>
+10% Loot Boost on Seasonal Characters until the next Cycle.<br>
(''Complete Tower Defence with <49 Health lost or Temple Run/ Echoes of the Past within <4 minutes'')
(''Requirements are found within individual Trial sections.'')


'''Gold''' <br>
<span style="color:#FFD700;">'''Gold'''</span> <br>
20,000 Seasonpass XP <br>
20,000 Seasonpass XP <br>
5,000 Soul Points to your current Class <br>
2,000 Soul Points to all Classes <br>
1 Epic Mystery Key OR 1 Rare Mystery Key <br>
1 Uncommon Mystery Key <br>
1 Common Mystery Key <br>
+10% Loot Boost on Seasonal Characters until the next Cycle.<br>
+10% Loot Boost on Seasonal Characters until the next Cycle.<br>
(''Complete Tower Defence with <99 Health lost or Temple Run/ Echoes of the Past within <5 minutes'')
(''Requirements are found within individual Trial sections.'')


'''Silver''' <br>
<span style="color:#9C9C9C;">'''Silver'''</span> <br>
15,000 Seasonpass XP <br>
15,000 Seasonpass XP <br>
3,000 Soul Points to your current Class <br>
1,500 Soul Points to all Classes <br>
1 Uncommon Mystery Key <br>
1 Common Mystery Key <br>
+5% Loot Boost on Seasonal Characters until the next Cycle.<br>
+5% Loot Boost on Seasonal Characters until the next Cycle.<br>
(''Complete Tower Defence with <149 Health lost or Temple Run/ Echoes of the Past within <6 minutes'')
(''Requirements are found within individual Trial sections.'')


'''Bronze''' <br>
<span style="color:#CD7F32;">'''Bronze'''</span> <br>
10,000 Seasonpass XP <br>
10,000 Seasonpass XP <br>
1,000 Soul Points to your current Class <br>
1,000 Soul Points to all Classes <br>
1 Common Mystery Key <br>
+3% Loot Boost on Seasonal Characters until the next Cycle.<br>
+3% Loot Boost on Seasonal Characters until the next Cycle.<br>
(''Participation Reward'')
(''Participation Reward'')
</div>
</div>
</div>
</div>
}}


<div class="hoverbox">
{{ButtonHeader
==Temple Run==
|type=TrialoftheSwift
|text=Trial of the Swift
|img=3DTreasureChest
|content=
<div class="hoverbox" id="Temple Run">


===Objective===
===Objective===
Collect ''Treasure'' from Treasure Piles and return it to the ''Treasure Chest'' at spawn.
In the '''Trial of the Swift''', the player must make their way way through a Temple as fast as possible to collect Treasure and bring it back to the Treasure Chest at Spawn.
Treasure Piles are found at the end of each path. <br>
Various ''obstacles'' will be blocking your path like Spikes and Arrows.
being hit will send you back to ''Spawn'' and  drop any ''undeposited'' Treasure.  


Treasure Piles are found at the end of each path, one on the left and one on the right. However, there will be various obstacles to block the player's path. Upon getting hit by one of these obstacles, the player will get teleported back to spawn and drop any undeposited Treasure.
Once both treasures are collected, the trial ends.


<div class="pre-dungeon">
<div class="pre-dungeon">
===Obstacles===
===Obstacles===
(Dispenser) |
Spinning Top {{!}} Shoots from a Dispenser in the right path, moves across the hallway in a zig-zag pattern.


(Wall Shits) |
Pistons {{!}} Emerge from the walls on both paths every few seconds. After reaching the max range of 2 blocks, they retract.


(Incoming Walls) |
Sliding Walls {{!}} They begin moving from a central point in both paths, and they push the player backwards instead of teleporting back to the start.


(Arrows) |
Dart Trap {{!}} Shoots a barrage of darts every few seconds. Another version shoots constantly that the player has to sneak under. Appears in both paths.


(Spikes) |
Spikes {{!}} Cycles between 3 different patterns of spikes that emerge from the ground, appears in both paths.


(Flame 1) |
Rotating Flame {{!}} A flame with some hot beams attached to it that rotate, appears in the left path.


(Flame 2) |
Boulder Flame {{!}} A flame that periodically summons some boulders on the floor, appears in the right path.


(Flame 3) |
Ring Flame {{!}} A flame that cycles between ring patterns on the floor, appears in the right path.


</div>
</div>
</div>
</div>
}}


<div class="hoverbox">
{{ButtonHeader
==Echoes of the Past==
|type=TrialoftheFlame
|text=Trial of the Flame
|img=3DSapphireElyrion
|content=
<div class="hoverbox" id="Echoes of the Past">


===Objective===
===Objective===
Dodge and defeat Echoes of the Past.
In the '''Trial of the Flame''' Elyrion has to be defeated. This entity does not take normal damage; instead Elyrion slowy decays over time. Along with you a Glyph will spawn on the arena floor, standing on the Glyph speeds up Elyrion's decay. The closer you are to the glyph's centre, the faster Elyrion decays. If the player gets hit by a projectile, any additional decay from the glyph stops momentarily.
Elyrion has 5 Phases, each one lasting 20% of their healthbar.
Each Phase will have a unique attack pattern.


Over time Elyrion will slowly ''decay''.
After 5 unique phases, Elyrion is defeated and the trial ends.
Standing on the ''Glyph'' speeds up the decay.
The closer you are to its center the faster Elyrion decays.
Getting hit will ''disable'' additional decay for 2s.


===Phases===
===Phases===
<tabber>
<tabber>
Echo of Diamond=
Trial of the Sapphire Flame=
[[File:3DSapphireElyrion.png|centre|link=]]
<div class="pre-dungeon">
<div class="pre-dungeon">
(Phase 1) | Projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out projectiles in a similar fashion to the centre. The glyph rotates slightly closer to the centre, in the opposite direction.
'''(Phase 1)''' {{!}} Light blue projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out blue projectiles in all directions. The glyph rotates slightly closer to the centre, in the opposite direction.


(Phase 2) | Projectiles of varying speeds pour out of a wall, travelling in straight lines towards the other end of the arena. The glyph will remain in the centre, moving from side to side.  
'''(Phase 2)''' {{!}} Projectiles of varying speeds pour out of a wall, travelling in straight lines towards the other end of the arena. The glyph will remain in the centre, moving from side to side.  


(Phase 3) | Projectiles spawn from outside of the circle and travel inwards. Rotating blue circles will appear in groups, turning red after some time. Only red circles will hit players. The glyph remains fixed at the centre of the arena, completely stationary.
'''(Phase 3)''' {{!}} Projectiles spawn from the four cardinal directions travel inwards. Rotating blue circles will appear in groups, turning red after some time. Only red circles will hit players. The glyph remains fixed at the centre of the arena, completely stationary.


(Phase 4) | A blue flame teleports repeatedly to the middle of one of the arena’s four walls, briefly indicated by purple particles. Upon arrival, a wave of projectiles pours out of the wall, traveling in a line towards the other end of the arena. Additionally, a few slower projectiles are spawned from corners of the wall. The glyph remains fixed at the centre of the arena.
'''(Phase 4)''' {{!}} A blue flame teleports repeatedly to the middle of one of the arena’s four walls, briefly indicated by purple particles. Upon arrival, a wave of blue projectiles pours out of the wall, traveling in a line towards the other end of the arena. Additionally, a few slower, light blue projectiles are spawned from the four corners. The glyph remains fixed at the centre of the arena.


(Phase 5) | Projectiles spawn from outside the circle and travel inwards. Rings of stationary projectiles spawn in groups, indicated by blue fire. The glyph orbits the centre of the circle, near the edge.  
'''(Phase 5)''' {{!}} Projectiles spawn from outside the circle and travel inwards. Rings of stationary projectiles spawn in groups, indicated by blue fire. The glyph orbits around the edge of the zone.
</div>
</div>
|-|
|-|
Echo of Emerald=
Trial of the Verdant Flame=
[[File:3DVerdantElyrion.png|centre|link=]]
<div class="pre-dungeon">
<div class="pre-dungeon">
(Phase 1) | Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena.
'''(Phase 1)''' {{!}} Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena.


(Phase 2) | A grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times.
'''(Phase 2)''' {{!}} A grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times.


(Phase 3) | Waves of projectiles travel inwards, accompanied with projectiles spawning within the circle, indicated by green lines. Each wave of projectiles will be either green or white. Green projectiles can be jumped over, while white projectiles must be crouched under. The glyph orbits the centre of the circle, roughly halfway to the edge.
'''(Phase 3)''' {{!}} Waves of projectiles travel inwards, accompanied with projectiles spawning within the circle, indicated by green lines. Each wave of projectiles will be either green or white. Green projectiles can be jumped over, while white projectiles must be crouched under. The glyph orbits the centre of the circle, roughly halfway to the edge. In addition, three spots will randomly be chosen to shoot out five projectiles in all directions.


(Phase 4) | Rows consisting of multiple lines of 4 projectiles travelling in a straight line spawn from alternating two adjacent walls. (e.g. North + West spawn, then East + South, and so on). The glyph orbits the centre of the arena.
'''(Phase 4)''' {{!}} Rows consisting of multiple lines of four projectiles travelling in a straight line spawn from alternating two adjacent walls. (e.g. North + West spawn, then East + South, and so on). The glyph orbits the centre of the arena.


(Phase 5) | A diagonal grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times. Essentially a more difficult version of this encounter’s Phase 3.
'''(Phase 5)''' {{!}} A diagonal grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times.
</div>
</div>
|-|
|-|
Echo of Amethyst=
Trial of the Rose Flame=
[[File:3DRoseElyrion.png|centre|link=]]
<div class="pre-dungeon">
<div class="pre-dungeon">
(Phase 1) | Projectiles spawn from outside the circle and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits 8 fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile.
'''(Phase 1)''' {{!}} Projectiles spawn from two walls of the arena and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits eight fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile.


(Phase 2) | Both zone circles disappear. A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. The glyph orbits the centre of the arena.
'''(Phase 2)''' {{!}} Both zone circles disappear. A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. The glyph orbits the centre of the arena.


(Phase 3) | Projectiles spawn from the centre of the circle and travel outwards, rebounding towards the centre upon travelling outside of the circle. The glyph orbits the centre of the arena, near the edge of the circle.  
'''(Phase 3)''' {{!}} Projectiles spawn from the centre of the circle and travel outwards, rebounding towards the centre upon travelling outside of the circle. The glyph orbits the centre of the arena, near the edge of the circle.  


(Phase 4) | Same as Phase 2, but with a zone circle.
'''(Phase 4)''' {{!}} A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. A zone indicator spawns and the glyph orbits the edge of the indicator.


(Phase 5) | Three pink projectiles loosely orbit the centre of the arena at varying distances. Periodically, these projectiles spawn a ring of fast moving red projectiles that travel outwards. The glyph orbits the centre of the arena, near the edge of the circle, in the opposite direction of the pink projectiles.
'''(Phase 5)''' {{!}} Three pink projectiles loosely orbit the centre of the arena at varying distances. Periodically, these projectiles spawn a ring of fast moving red projectiles that travel outwards. The glyph orbits the edge of the indicator, in the opposite direction of the pink projectiles.
</div>
</div>
</tabber>
</tabber>
</div>
</div>
}}


<div class="hoverbox">
{{ButtonHeader
==Kurvaros' Tower Defence==
|type=TrialoftheGuardian
 
|text=Trial of the Guardian
===Objective===
|img=3DRailgunT3
|content=
<div class="hoverbox" id="Kurvaros' Tower Defense">
==Objective==
Protect the objective from an oncoming horde.
Protect the objective from an oncoming horde.
The objective has 100 Health and 3 Lives, when all lives are lost you '''lose'''.
The objective has 100 Health and 3 Lives, when all lives are lost you lose.
To succeed in Tower Defence make sure to pick your Towers and Upgrades '''wisely'''.
To succeed in Tower Defense make sure to pick your towers and upgrades wisely.


(Crystal only)  
(Crystal only)  
''10 Waves'' of mobs will spawn from a randomised side, making their way to the Crystal.
10 Waves of mobs will spawn from a randomised side, making their way to the Crystal.
The side(s) at which they invade is indicated.
The side(s) at which they invade is indicated.
(Other two)
(Other two)
<u>10 Waves</u> of mobs will spawn from a portal, they walk on a path towards the objective.
10 Waves of mobs will spawn from a portal, they walk on a path towards the objective.  
(all)
Each Wave is harder than the last.
Once every Wave is defeated you <b>win</b>.


(All)
Each wave is harder than the last.
Once every wave is defeated, the player wins.


Various ''Towers'' will be up for sale, mobs can only be damaged by Towers.
Various towers will be up for sale, and mobs can only be damaged by towers. They can be upgraded after placing them next to the path by clicking on them. Coins will be used to make purchases. Coins are obtained from killing enemies and completing waves. Towers have various stats and abilities, like having long range or dealing AoE damage.
They can be upgraded after placing them next to the path by clicking on them.
''Coins'' will be used to make purchases. Coins are obtained from killing enemies
and completing waves.
Towers have various stats and abilities, like having long range or AoE.


Every round the cost and stats of a tower are ''randomised''.  
Every round, the cost and stats of a tower are randomised. To view a Towers' stats and abilities, Left-Click it. This will open up its menu.
To view a Towers' stats and abilities, '''Left-Click''' on it. This will open up its dialog.
</div>
 
<div class="hoverbox">
===Levels===
==Levels==
<tabber>
<tabber>
Crystal Tower Defence=
Trial of the Crystal Guardian=
<div class="pre-dungeon">
yo: gurt <br>
{| class="wikitable"
{| class="wikitable"
|+ Mob Stats
|+ Invading Mobs
|-
|-
! Wave !! Mobs !! Amount
! Wave !! Mobs !! Amount
|-
|-
| 1 || Jones || 5
| 1 || Eddie || 5
|-
|-
| 2 || Jones || 5
| 2 || Eddie || 10
|-
|-
| 3 || Jones || 5
| 3 || Eddie, Kobold || 9, 3
|-
|-
| 4 || Jones || 5
| 4 || Eddie, Kobold || 8, 8
|-
|-
| 5 || Jones || 5
| 5 || Kobold, Astaroth || 12, 4
|-
|-
| 6 || Jones || 5
| 6 || Kobold, Astaroth, Nebula || 12, 4, 4
|-
|-
| 7 || Jones || 5
| 7 || Kobold, Astaroth, Nebula || 12, 6, 6
|-
|-
| 8 || Jones || 5
| 8 || Kobold, Astaroth, Nebula, Seraphim || 15, 6, 6, 3
|-
|-
| 9 || Jones || 5
| 9 || Kobold, Astaroth, Nebula, Seraphim || 12, 8, 8, 12
|-
|-
| 10 || Jones || 5
| 10 || Astaroth, Nebula, Seraphim || 12, 12, 13
|}
|}
</div>
|-|
|-|
Short Tower Defence=
Trial of the Network Guardian=
<div class="pre-dungeon">
yo: gurt <br>
{| class="wikitable"
{| class="wikitable"
|+ Mob Stats
|+ Invading Mobs
|-
|-
! Wave !! Mobs !! Amount
! Wave !! Mobs !! Amount
|-
|-
| 1 || Jones || 5
| 1 || Eddie || 5
|-
|-
| 2 || Jones || 5
| 2 || Eddie || 10
|-
|-
| 3 || Jones || 5
| 3 || Eddie, Kobold || 9, 3
|-
|-
| 4 || Jones || 5
| 4 || Eddie, Kobold || 8, 8
|-
|-
| 5 || Jones || 5
| 5 || Kobold, Astaroth || 12, 4
|-
|-
| 6 || Jones || 5
| 6 || Kobold, Astaroth, Nebula || 12, 4, 4
|-
|-
| 7 || Jones || 5
| 7 || Kobold, Astaroth, Nebula || 12, 6, 6
|-
|-
| 8 || Jones || 5
| 8 || Kobold, Astaroth, Nebula, Seraphim || 15, 6, 6, 3
|-
|-
| 9 || Jones || 5
| 9 || Kobold, Astaroth, Nebula, Seraphim || 12, 8, 8, 12
|-
|-
| 10 || Jones || 5
| 10 || Astaroth, Nebula, Seraphim || 10, 15, 20
|}
|}
</div>
|-|
|-|
Long Tower Defence=
Trial of the Matrix Guardian=
<div class="pre-dungeon">
yo: gurt <br>
{| class="wikitable"
{| class="wikitable"
|+ Mob Stats
|+ Invading Mobs
|-
|-
! Wave !! Mobs !! Amount
! Wave !! Mobs !! Amount
|-
|-
| 1 || Jones || 5
| 1 || Eddie || 5
|-
|-
| 2 || Jones || 5
| 2 || Eddie || 10
|-
|-
| 3 || Jones || 5
| 3 || Eddie, Kobold || 9, 3
|-
|-
| 4 || Jones || 5
| 4 || Eddie, Kobold || 8, 8
|-
|-
| 5 || Jones || 5
| 5 || Kobold, Astaroth || 12, 4
|-
|-
| 6 || Jones || 5
| 6 || Kobold, Astaroth, Nebula || 12, 4, 4
|-
|-
| 7 || Jones || 5
| 7 || Kobold, Astaroth, Nebula || 12, 6, 6
|-
|-
| 8 || Jones || 5
| 8 || Kobold, Astaroth, Nebula, Seraphim || 15, 6, 6, 3
|-
|-
| 9 || Jones || 5
| 9 || Kobold, Astaroth, Nebula, Seraphim || 12, 8, 8, 12
|-
|-
| 10 || Jones || 5
| 10 || Astaroth, Nebula, Seraphim || 10, 15, 20
|}
|}
</tabber>
</div>
</div>
</tabber>
<div class="hoverbox">
 
==Stats==
===Stats===
<tabber>
<tabber>
Tower Stats=
Tower Stats=
<div class="pre-dungeon">
<div class="pre-dungeon">
I love Orzeszek <br>
To defend the objective you get access to various towers. Their original purchase price is randomized; however, upgrading to T2 costs 75 Coins, and upgrading to T3 costs 150 Coins. Upgrading a Tower can be done by Shift-Clicking it after placing it down.
{| class="wikitable"
|+ Tower Stats
|-
! Tower&Tier !! Damage !! Cooldown !! Range !! Special 1 !! Special 2
|-
| Laser Cannon T1 || 30 || 0.75 || 9 || x || x
|-
| Laser Cannon T2 || 40 || 0.6 || 9.5 || x || x
|-
| Laser Cannon T3 || 65 || 0.45 || 10 || x || x
|-
| Incinerator T1 || 10+1*6/1.2s || 0.45 || 10 || x || x
|-
| Incinerator T2 || 12+2*6/1.2 || 0.4 || 10.5 || 8(2 Range) || x
|-
| Incinerator T3 || 18+3*8/1.6(burn aoe 2) || 0.3 ||11 || 12(3 range) || Wizard burn stacks
|-
| Bombardier T1 || 25(2.5rang) || 0.6 || 6 || x || x
|-
| Bombardier T2 || 35(2.5rang) || 0.5 || 6 || 8x4(1 rang) || x
|-
| Bombardier T3 || 45(3rang) || 0.3 || 6 || 10x4(1rang) || 5*6/1.5s(1rang)
|-
| Railgun T1 || 50 || 2.2 || 20 || x || x
|-
| Railgun T2 || 75 || 2.1 || 20 || 1.5s slow || x
|-
| Railgun T3 || 100 || 2 || 20 || 1.5s slow || 10(5 range 3 max enemies,0.75s slow)
|-
| Minigunner T1 || 2*5 || 0.3 || 10 || x || x
|-
| Minigunner T2 || 2.5*5 || 0.25 || 10 || 2(10 shots per repeat 10 repeats) 5 cd || x
|-
| Minigunner T3 || 3*4 || 0.2 || 10 || 2(10 shots per repeat 10 repeats) 5 cd || 5 turrets each shooting 4 times 8 shots  each shot 1.5dmg 10s cd
|-
| Alchemist T1 || 10*5/1.25s || 0.6 || 10 || x || x
|-
| Alchemist T2 || 15*6/1.5s || 0.5 || 10 || slow 1.5(effectively just poison) || x
|-
| Alchemist T3 || 20*7/1.5s || 0.4 || 10 || slow 1.5(effectively just poison) || 12*6/1.5s(also slows for 1.5s) 4 cd 4 shots each 2 targets max
|-
|}
</div>
</div>
<div class="display-items">
{{ItemInfobox
|title=Laser Cannon
|images=3DLaserCannonT1.png,T1;3DLaserCannonT2.png,T2;3DLaserCannonT3.png,T3
|T1_Desc= Shoots powerful lasers at enemies.
|T2_Desc= Shoots powerful lasers at enemies.
|T3_Desc= Shoots powerful lasers at enemies.
|T1_Damage= 30
|T1_Cooldown= 0.75s
|T1_Range= 9
|T2_Damage= 60
|T2_Cooldown= 0.5s
|T2_Range= 9.5
|T3_Damage= 95
|T3_Cooldown= 0.5s
|T3_Range= 10
|T1_Ability=
|T2_Ability=
|T3_Ability=
}}
{{ItemInfobox
|title=Incinerator
|images=3DIncineratorT1.png,T1;3DIncineratorT2.png,T2;3DIncineratorT3.png,T3
|T1_Desc= Shoots powerful orbs at the closest enemy.
|T2_Desc= Shoots powerful orbs at the closest enemy.
|T3_Desc= Shoots powerful orbs at the closest enemy.
|T1_Damage= 5*5/5s
|T1_Cooldown= 0.4s
|T1_Range= 9.5
|T2_Damage= 6*9/8s
|T2_Cooldown= 0.45s
|T2_Range= 10
|T3_Damage= 7.5*12/9s
|T3_Cooldown= 0.3s
|T3_Range= 10.5
|T1_Ability=
|T2_Ability= When each shot is fired, the tower will deal 8 damage in a 3 block radius around itself.
|T3_Ability= When each shot is fired, the tower will deal 8 damage in a 3 block radius around itself. <br>
On shot impact, the affected enemy will burn the nearest enemy to them dealing 3*12/9s damage.
}}
{{ItemInfobox
|title=Bombardier
|images=3DBombardierT1.png,T1;3DBombardierT2.png,T2;3DBombardierT3.png,T3
|T1_Desc= Fires bombs at the closest enemy.
|T2_Desc= Fires bombs at the closest enemy.
|T3_Desc= Fires bombs at the closest enemy.
|T1_Damage= 25 (2.5 Block Radius)
|T1_Cooldown= 0.75s
|T1_Range= 7
|T2_Damage= 40 (2.5 Block Radius)
|T2_Cooldown= 0.75s
|T2_Range= 7
|T3_Damage= 60 (3 Block Radius)
|T3_Cooldown= 0.75s
|T3_Range= 7
|T1_Ability=
|T2_Ability= On shot impact, the bomb splits into 4 smaller bombs that deal 10 damage in a 1 block radius.
|T3_Ability= On shot impact, the bomb splits into 4 smaller bombs that deal 10 damage in a 1 block radius. <br>
On shot impact of the smaller bombs, the shots split into 2 that deal an additional 5 damage in a 1 block radius. Additionally, each spawning a fire pool that deals 3.5*4 damage in a 1 block radius.
}}
{{ItemInfobox
|title=Railgun
|images=3DRailgunT1.png,T1;3DRailgunT2.png,T2;3DRailgunT3.png,T3
|T1_Desc= Fires concentrated beams that pierces through enemies.
|T2_Desc= Fires concentrated beams that pierces through enemies.
|T3_Desc= Fires concentrated beams that pierces through enemies.
|T1_Damage= 60
|T1_Cooldown= 2.2s
|T1_Range= 12
|T2_Damage= 120
|T2_Cooldown= 2.2s
|T2_Range= 12
|T3_Damage= 170
|T3_Cooldown= 2.2s
|T3_Range= 12
|T1_Ability= Pierces through 1 enemy.
|T2_Ability= Pierces through 2 enemies.
|T3_Ability= Pierces through 3 enemies.
}}
{{ItemInfobox
|title=Minigunner
|images=3DMinigunnerT1.png,T1;3DMinigunnerT2.png,T2;3DMinigunnerT3.png,T3
|T1_Desc= Firest rapid bursts of projectiles.
|T2_Desc= Firest rapid bursts of projectiles.
|T3_Desc= Firest rapid bursts of projectiles.
|T1_Damage= 2*5
|T1_Cooldown= 0.3s
|T1_Range= 10
|T2_Damage= 5*5
|T2_Cooldown= 0.3s
|T2_Range= 10
|T3_Damage= 5*5
|T3_Cooldown= 0.3s
|T3_Range= 10
|T1_Ability=
|T2_Ability= Whilst in combat, every 5 seconds the tower will shoot a ring of 4 shots around itself that each deal 7 damage, it does this for a total of 8 times within 2 seconds.
|T3_Ability= Whilst in combat, every 5 seconds the tower will shoot a ring of 4 shots around itself that each deal 7 damage, it does this for a total of 8 times within 2 seconds. <br>
Whilst in combat, every 10 seconds the tower will shoot 4 traps that each shoot projectiles in a ring of 5 shots each dealing 5 damage, the traps do this for a total of 4 times within 2 seconds.
}}
{{ItemInfobox
|title=Alchemist
|images=3DAlchemistT1.png,T1;3DAlchemistT2.png,T2;3DAlchemistT3.png,T3
|T1_Desc= Slows enemies and deals minor damage
|T2_Desc= Slows enemies and deals minor damage
|T3_Desc= Slows enemies and deals minor damage
|T1_Damage= 5
|T1_Cooldown= 0.7s
|T1_Range= 9
|T2_Damage= 7.5
|T2_Cooldown= 0.6s
|T2_Range= 9
|T3_Damage= 18
|T3_Cooldown= 0.6s
|T3_Range= 9
|T1_Ability= Slows poisoned enemies for 10% and 1.5s
|T2_Ability= Slows poisoned enemies for 15% and 1.5s.
|T3_Ability= Slows poisoned enemies for 20% and 1.5s. <br>
Whilst in combat, every 4 seconds this tower will summon 4 projectiles that fly into the air then home into the nearest enemy, each dealing 6 damage. It can do this to 2 enemies at once.
}}
|-|
|-|
Mob Stats=
Mob Stats=
<div class="pre-dungeon">
<div class="display-items">
KYSSSS CHUNGUS DEV <br>
{{ItemInfobox
{| class="wikitable"
|title= Eddie
|+ Mob Stats
|images=3DEddie.png,Regular;3DEddie.png,Crystal
|-
|Desc= Silly Pirate from Beach here to ruin your day!
! Mob !! Health !! Behaviour
|Regular_Velocity= 4
|-
|Regular_Health= 100
| Seraphim || 420 || Big dmg and tanky balls
|Crystal_Velocity= 3
|}
|Crystal_Health= 65
</div>
}}
 
{{ItemInfobox
|title= Ashenclaw
|images=3DAshenclaw.png,Regular;3DAshenclaw.png,Crystal
|Desc= Silly Kobold from Crimson Forest here to ruin your day!
|Regular_Velocity= 5
|Regular_Health= 300
|Crystal_Velocity= 2.75
|Crystal_Health= 200
}}
 
{{ItemInfobox
|title= Astaroth
|images=3DAstaroth.png,Regular;3DAstaroth.png,Crystal
|Desc= Silly Guy from Crimson Cathedral here to ruin your day!
|Regular_Velocity= 12
|Regular_Health= 100
|Crystal_Velocity= 5
|Crystal_Health= 60
}}
 
{{ItemInfobox
|title= Nebula
|images=3DNebula.png,Regular;3DNebula.png,Crystal
|Desc= Silly Archmage from Rustborn Kingdom here to ruin your day!
|Regular_Velocity= 4
|Regular_Health= 1,000
|Crystal_Velocity= 1.8
|Crystal_Health= 600
}}
 
{{ItemInfobox
|title= Seraphim
|images=3DSeraphim.png,Regular;3DSeraphim.png,Crystal
|Desc= Silly Celestial from ??? here to ruin your day!
|Regular_Velocity= 3
|Regular_Health= 2,250
|Crystal_Velocity= 1.2
|Crystal_Health= 1,250
}}
</tabber>
</tabber>
</div>
</div>
}}

Latest revision as of 09:49, 2 January 2026

Daily Trial Data

The Mission of the Day is given to the player by Ragnar in The Nexus.

Daily missions consist of short trials, their rewards are the only way to progress in the Season pass.
Ragnar currently has 3 different trials available for the Silverlings: Trial of the Swift, Trial of the Flame and Trial of the Guardian.

Trial order
Day Trial
Monday Trial of the Sapphire Flame
Tuesday Trial of the Crystal Guardian
Wednesday Trial of the Swift
Thursday Trial of the Verdant Flame
Friday Trial of the Network Guardian
Saturday Trial of the Rose Flame
Sunday Trial of the Matrix Guardian

  Daily Trial Merits

Ragnar gives out different rewards depending on how well the Silverling did in the Trial of the Day.

Platinum
25,000 Seasonpass XP
2,000 Soul Points to all Classes
1 Epic Mystery Key OR 1 Rare Mystery Key
1 Uncommon Mystery Key
1 Common Mystery Key
+10% Loot Boost on Seasonal Characters until the next Cycle.
(Requirements are found within individual Trial sections.)

Gold
20,000 Seasonpass XP
2,000 Soul Points to all Classes
1 Epic Mystery Key OR 1 Rare Mystery Key
1 Uncommon Mystery Key
1 Common Mystery Key
+10% Loot Boost on Seasonal Characters until the next Cycle.
(Requirements are found within individual Trial sections.)

Silver
15,000 Seasonpass XP
1,500 Soul Points to all Classes
1 Uncommon Mystery Key
1 Common Mystery Key
+5% Loot Boost on Seasonal Characters until the next Cycle.
(Requirements are found within individual Trial sections.)

Bronze
10,000 Seasonpass XP
1,000 Soul Points to all Classes
1 Common Mystery Key
+3% Loot Boost on Seasonal Characters until the next Cycle.
(Participation Reward)


  Trial of the Swift

Objective

In the Trial of the Swift, the player must make their way way through a Temple as fast as possible to collect Treasure and bring it back to the Treasure Chest at Spawn.

Treasure Piles are found at the end of each path, one on the left and one on the right. However, there will be various obstacles to block the player's path. Upon getting hit by one of these obstacles, the player will get teleported back to spawn and drop any undeposited Treasure.

Once both treasures are collected, the trial ends.

Obstacles

Spinning Top | Shoots from a Dispenser in the right path, moves across the hallway in a zig-zag pattern.

Pistons | Emerge from the walls on both paths every few seconds. After reaching the max range of 2 blocks, they retract.

Sliding Walls | They begin moving from a central point in both paths, and they push the player backwards instead of teleporting back to the start.

Dart Trap | Shoots a barrage of darts every few seconds. Another version shoots constantly that the player has to sneak under. Appears in both paths.

Spikes | Cycles between 3 different patterns of spikes that emerge from the ground, appears in both paths.

Rotating Flame | A flame with some hot beams attached to it that rotate, appears in the left path.

Boulder Flame | A flame that periodically summons some boulders on the floor, appears in the right path.

Ring Flame | A flame that cycles between ring patterns on the floor, appears in the right path.


  Trial of the Flame

Objective

In the Trial of the Flame Elyrion has to be defeated. This entity does not take normal damage; instead Elyrion slowy decays over time. Along with you a Glyph will spawn on the arena floor, standing on the Glyph speeds up Elyrion's decay. The closer you are to the glyph's centre, the faster Elyrion decays. If the player gets hit by a projectile, any additional decay from the glyph stops momentarily.

After 5 unique phases, Elyrion is defeated and the trial ends.

Phases

(Phase 1) | Light blue projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out blue projectiles in all directions. The glyph rotates slightly closer to the centre, in the opposite direction.

(Phase 2) | Projectiles of varying speeds pour out of a wall, travelling in straight lines towards the other end of the arena. The glyph will remain in the centre, moving from side to side.

(Phase 3) | Projectiles spawn from the four cardinal directions travel inwards. Rotating blue circles will appear in groups, turning red after some time. Only red circles will hit players. The glyph remains fixed at the centre of the arena, completely stationary.

(Phase 4) | A blue flame teleports repeatedly to the middle of one of the arena’s four walls, briefly indicated by purple particles. Upon arrival, a wave of blue projectiles pours out of the wall, traveling in a line towards the other end of the arena. Additionally, a few slower, light blue projectiles are spawned from the four corners. The glyph remains fixed at the centre of the arena.

(Phase 5) | Projectiles spawn from outside the circle and travel inwards. Rings of stationary projectiles spawn in groups, indicated by blue fire. The glyph orbits around the edge of the zone.

(Phase 1) | Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena.

(Phase 2) | A grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times.

(Phase 3) | Waves of projectiles travel inwards, accompanied with projectiles spawning within the circle, indicated by green lines. Each wave of projectiles will be either green or white. Green projectiles can be jumped over, while white projectiles must be crouched under. The glyph orbits the centre of the circle, roughly halfway to the edge. In addition, three spots will randomly be chosen to shoot out five projectiles in all directions.

(Phase 4) | Rows consisting of multiple lines of four projectiles travelling in a straight line spawn from alternating two adjacent walls. (e.g. North + West spawn, then East + South, and so on). The glyph orbits the centre of the arena.

(Phase 5) | A diagonal grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times.

(Phase 1) | Projectiles spawn from two walls of the arena and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits eight fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile.

(Phase 2) | Both zone circles disappear. A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. The glyph orbits the centre of the arena.

(Phase 3) | Projectiles spawn from the centre of the circle and travel outwards, rebounding towards the centre upon travelling outside of the circle. The glyph orbits the centre of the arena, near the edge of the circle.

(Phase 4) | A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. A zone indicator spawns and the glyph orbits the edge of the indicator.

(Phase 5) | Three pink projectiles loosely orbit the centre of the arena at varying distances. Periodically, these projectiles spawn a ring of fast moving red projectiles that travel outwards. The glyph orbits the edge of the indicator, in the opposite direction of the pink projectiles.


  Trial of the Guardian

Objective

Protect the objective from an oncoming horde. The objective has 100 Health and 3 Lives, when all lives are lost you lose. To succeed in Tower Defense make sure to pick your towers and upgrades wisely.

(Crystal only) 10 Waves of mobs will spawn from a randomised side, making their way to the Crystal. The side(s) at which they invade is indicated.

(Other two) 10 Waves of mobs will spawn from a portal, they walk on a path towards the objective.

(All) Each wave is harder than the last. Once every wave is defeated, the player wins.

Various towers will be up for sale, and mobs can only be damaged by towers. They can be upgraded after placing them next to the path by clicking on them. Coins will be used to make purchases. Coins are obtained from killing enemies and completing waves. Towers have various stats and abilities, like having long range or dealing AoE damage.

Every round, the cost and stats of a tower are randomised. To view a Towers' stats and abilities, Left-Click it. This will open up its menu.

Levels

Invading Mobs
Wave Mobs Amount
1 Eddie 5
2 Eddie 10
3 Eddie, Kobold 9, 3
4 Eddie, Kobold 8, 8
5 Kobold, Astaroth 12, 4
6 Kobold, Astaroth, Nebula 12, 4, 4
7 Kobold, Astaroth, Nebula 12, 6, 6
8 Kobold, Astaroth, Nebula, Seraphim 15, 6, 6, 3
9 Kobold, Astaroth, Nebula, Seraphim 12, 8, 8, 12
10 Astaroth, Nebula, Seraphim 12, 12, 13

Invading Mobs
Wave Mobs Amount
1 Eddie 5
2 Eddie 10
3 Eddie, Kobold 9, 3
4 Eddie, Kobold 8, 8
5 Kobold, Astaroth 12, 4
6 Kobold, Astaroth, Nebula 12, 4, 4
7 Kobold, Astaroth, Nebula 12, 6, 6
8 Kobold, Astaroth, Nebula, Seraphim 15, 6, 6, 3
9 Kobold, Astaroth, Nebula, Seraphim 12, 8, 8, 12
10 Astaroth, Nebula, Seraphim 10, 15, 20

Invading Mobs
Wave Mobs Amount
1 Eddie 5
2 Eddie 10
3 Eddie, Kobold 9, 3
4 Eddie, Kobold 8, 8
5 Kobold, Astaroth 12, 4
6 Kobold, Astaroth, Nebula 12, 4, 4
7 Kobold, Astaroth, Nebula 12, 6, 6
8 Kobold, Astaroth, Nebula, Seraphim 15, 6, 6, 3
9 Kobold, Astaroth, Nebula, Seraphim 12, 8, 8, 12
10 Astaroth, Nebula, Seraphim 10, 15, 20

Stats

To defend the objective you get access to various towers. Their original purchase price is randomized; however, upgrading to T2 costs 75 Coins, and upgrading to T3 costs 150 Coins. Upgrading a Tower can be done by Shift-Clicking it after placing it down.

Laser Cannon
T1
T2
T3
Description
Shoots powerful lasers at enemies.
Shoots powerful lasers at enemies.
Shoots powerful lasers at enemies.
Stats
Damage
30
60
95
Cooldown
0.75s
0.5s
0.5s
Range
9
9.5
10
Incinerator
T1
T2
T3
Description
Shoots powerful orbs at the closest enemy.
Shoots powerful orbs at the closest enemy.
Shoots powerful orbs at the closest enemy.
Stats
Damage
5*5/5s
6*9/8s
7.5*12/9s
Cooldown
0.4s
0.45s
0.3s
Range
9.5
10
10.5
Abilities
Abilities
Abilities
When each shot is fired, the tower will deal 8 damage in a 3 block radius around itself.

When each shot is fired, the tower will deal 8 damage in a 3 block radius around itself.

On shot impact, the affected enemy will burn the nearest enemy to them dealing 3*12/9s damage.
Bombardier
T1
T2
T3
Description
Fires bombs at the closest enemy.
Fires bombs at the closest enemy.
Fires bombs at the closest enemy.
Stats
Damage
25 (2.5 Block Radius)
40 (2.5 Block Radius)
60 (3 Block Radius)
Cooldown
0.75s
0.75s
0.75s
Range
7
7
7
Abilities
Abilities
Abilities
On shot impact, the bomb splits into 4 smaller bombs that deal 10 damage in a 1 block radius.

On shot impact, the bomb splits into 4 smaller bombs that deal 10 damage in a 1 block radius.

On shot impact of the smaller bombs, the shots split into 2 that deal an additional 5 damage in a 1 block radius. Additionally, each spawning a fire pool that deals 3.5*4 damage in a 1 block radius.
Railgun
T1
T2
T3
Description
Fires concentrated beams that pierces through enemies.
Fires concentrated beams that pierces through enemies.
Fires concentrated beams that pierces through enemies.
Stats
Damage
60
120
170
Cooldown
2.2s
2.2s
2.2s
Range
12
12
12
Abilities
Pierces through 1 enemy.
Pierces through 2 enemies.
Pierces through 3 enemies.
Minigunner
T1
T2
T3
Description
Firest rapid bursts of projectiles.
Firest rapid bursts of projectiles.
Firest rapid bursts of projectiles.
Stats
Damage
2*5
5*5
5*5
Cooldown
0.3s
0.3s
0.3s
Range
10
10
10
Abilities
Abilities
Abilities
Whilst in combat, every 5 seconds the tower will shoot a ring of 4 shots around itself that each deal 7 damage, it does this for a total of 8 times within 2 seconds.

Whilst in combat, every 5 seconds the tower will shoot a ring of 4 shots around itself that each deal 7 damage, it does this for a total of 8 times within 2 seconds.

Whilst in combat, every 10 seconds the tower will shoot 4 traps that each shoot projectiles in a ring of 5 shots each dealing 5 damage, the traps do this for a total of 4 times within 2 seconds.
Alchemist
T1
T2
T3
Description
Slows enemies and deals minor damage
Slows enemies and deals minor damage
Slows enemies and deals minor damage
Stats
Damage
5
7.5
18
Cooldown
0.7s
0.6s
0.6s
Range
9
9
9
Abilities
Slows poisoned enemies for 10% and 1.5s
Slows poisoned enemies for 15% and 1.5s.

Slows poisoned enemies for 20% and 1.5s.

Whilst in combat, every 4 seconds this tower will summon 4 projectiles that fly into the air then home into the nearest enemy, each dealing 6 damage. It can do this to 2 enemies at once.

Eddie
Regular
Crystal
Description
Silly Pirate from Beach here to ruin your day!
Silly Pirate from Beach here to ruin your day!
Stats
Health
100
65
Velocity
4
3
Ashenclaw
Regular
Crystal
Description
Silly Kobold from Crimson Forest here to ruin your day!
Silly Kobold from Crimson Forest here to ruin your day!
Stats
Health
300
200
Velocity
5
2.75
Astaroth
Regular
Crystal
Description
Silly Guy from Crimson Cathedral here to ruin your day!
Silly Guy from Crimson Cathedral here to ruin your day!
Stats
Health
100
60
Velocity
12
5
Nebula
Regular
Crystal
Description
Silly Archmage from Rustborn Kingdom here to ruin your day!
Silly Archmage from Rustborn Kingdom here to ruin your day!
Stats
Health
1,000
600
Velocity
4
1.8
Seraphim
Regular
Crystal
Description
Silly Celestial from ??? here to ruin your day!
Silly Celestial from ??? here to ruin your day!
Stats
Health
2,250
1,250
Velocity
3
1.2