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.
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10 Waves 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)
(All)
Each wave is harder than the last.
Each wave is harder than the last.
Once every wave is defeated, the player wins.
Once every wave is defeated, the player wins.
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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.
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.
</div>
===Levels===
<div class="hoverbox">
==Levels==
<tabber>
<tabber>
Trial of the Crystal Guardian=
Trial of the Crystal Guardian=
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| 10 || Astaroth, Nebula, Seraphim || 12, 12, 13
| 10 || Astaroth, Nebula, Seraphim || 12, 12, 13
|}
|}
</div>
|-|
|-|
Trial of the Network Guardian=
Trial of the Network Guardian=
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| 10 || Astaroth, Nebula, Seraphim || 10, 15, 20
| 10 || Astaroth, Nebula, Seraphim || 10, 15, 20
|}
|}
</div>
|-|
|-|
Trial of the Matrix Guardian=
Trial of the Matrix Guardian=
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| 10 || Astaroth, Nebula, Seraphim || 10, 15, 20
| 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">
To defend the objective you get access to various towers. <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.
They can be bought for a base price of '''50 Coins''', upgraded to T2 for '''75 Coins''' and upgraded to T3 for '''150 Coins'''. <br>
Upgrading a Tower can be done by '''Shift-Clicking''' on it after placing it down. <br>
</div>
</div>
<br>
<div class="display-items">
<div class="display-items">
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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.
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.
}}
}}
</div>
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Mob Stats=
Mob Stats=
<div class="pre-dungeon">
I love orzek <br>
every kill in crystal tower defense is 5 gold <br>
every kill in track tower defense is 3 gold <br>
Nebulas also give attack cd reduction and dmg boost the cooldown of heal is shared for all these and its random which one it chooses
Heart particles -> heal 100 all things said before
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
Daily 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 Mission 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)
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.
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.
(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.
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.
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.
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.
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.