➡️ [NEW] TOWER DEFENSE - V3 ⬅️
TOWER DEFENCE V3.3.5
Classic Tower Defence on Eichenwalde with a clean HUD, scaling difficulty and deep progression.
Defend the Core against escalating waves of bots, invest in the Shop, Mine and Bank, roll the dice on Pandora’s Boxes and the Forge, and
Ascend with Crystals for permanent power.
How to Play
- Defend the Core in the castle courtyard. If its health reaches 0, the run ends.
- Farm enemies to earn $ and materials. Spend $ in the main Shop for raw stats.
- Unlock the Mine (passive ores) and Bank (passive $) for long-term scaling.
- Open Gold Crates and Pandora's Boxes near the chest area for big spikes of resources – or risk.
- Use Crystals at the Ascension area to permanently boost your Luck and unlock higher “Prestige Levels”.
- Use the Forge to roll Rings (percent buffs) and Charms (unique passives) that massively change your build.
Key Features
- Stat Shop: Buy upgrades for Damage, Health, Healing, Damage Reduction and Movement Speed.
- Mine & Bank: Two separate passive systems that generate ores and money over time and can be upgraded.
- Risk / Reward: Pandora’s Boxes with clearly defined good/bad tables and a global Luck system.
- Forge: Rings with rarity tiers and scalable percentages, plus Charms that change how you play.
- Ascension: Crystal-based permanent Luck gain and higher Prestige for long-term progression.
- Waves: Different enemy archetypes and periodic boss waves with scaling health and damage.
Other Gameplay-Related Information (Settings, drop rates, Luck, etc.)
Workshop Settings
All of these settings are exposed as workshop options. They are read directly by the mode and affect scaling, pacing and difficulty.
| Setting | Default Value | Possible Values |
|---|---|---|
| Game Mode | 50 Waves | Infinite, 30, 50, 70, 100 Waves |
| Core Starting Health | 20 | 10 – 50 |
| Time Between Waves | 90 s | 60 – 180 s |
| Earnings Multiplier | 1.0× | 0.5 – 2.0× |
| Late Joiner Catchup Factor | 1.0× | 0.5 – 2.0× |
| Difficulty Preset | medium | grow up, easy, medium, hard, impossible |
| Max Mutated Waves per Boss Cycle | 2 | 0 – 4 |
| Server Load Minimum | 215 | 0 – 255 |
| Server Slow Amount | 15 | 0 – 100 |
Pandora's Box
Pandora’s Boxes only drop from eliminations. Opening rolls a Luck-based chance between a Good Outcome and a Bad Outcome (see the Luck section for exact behaviour). Each outcome then branches into several fixed sub-effects with fixed relative probabilities.
Good Outcome – Sub-Effects:
| Effect | Probability |
|---|---|
| $ | 28 % |
| Stat Buff (+5) | 26 % |
| Scrap | 16 % |
| Luminite | 16 % |
| Gold Crate(s) | 12 % |
| Crystal (+1) | 2 % |
Bad Outcome – Sub-Effects:
| Effect | Probability |
|---|---|
| Burn (10 s) | 27 % |
| Stat Nerf (-5) | 25 % |
| Hacked (10 s) | 20 % |
| Scrap (+1) | 6 % |
| $ (+1) | 10 % |
| Random Teleport | 4 % |
| Nothing | 8 % |
Note: Your Luck only decides how often you see a good vs. bad outcome. Once an outcome is chosen, the sub-effect probabilities above are fixed and do not depend on Luck.
Passives (Mine + Bank)
The Mine and the Bank are two separate passive systems you upgrade in the Passives area. Both are unlocked with $ and then upgraded using the materials they generate/consume.
Mine
The Mine costs 300 $ to unlock. Once unlocked, it generates Ore over time and stores it up to its maximum. You can collect stored Ore at the Mine (reload key) to roll it into Scrap, Claystone, Luminite or (rarely) a Crystal.
- On unlock: Mine Amount = 1, Mine Time = 60 s, Max Storage = 1.
- Generation: every Mine Time, stored Ore increases by Mine Amount (up to Max Storage).
- Efficiency ring: the Ring of EFFICIENCY speeds up passive timers.
Mine upgrades (deterministic, no success/fail):
- Mine Time: -1 s (costs Scrap; cost scales with current Mine Time).
- Max Storage: +1 (costs Scrap; cost scales with current Max Storage).
- Mine Amount: +1 (costs Scrap; cost scales heavily with current Mine Amount).
Collecting from the Mine: Each stored Ore is rolled into one material using internal rarity weights. (Luck affects these weights and the rolled amounts.)
| Ore | Probability (Luck = 1) | Amount (Luck = 1) | Use- | Cases | |||
|---|---|---|---|---|---|---|---|
| Core | Mine | Bank | Forge | Ascension | |||
| Scrap | 42.9 % | 155 – 500 | x | x | |||
| Claystone | 27.8 % | 33 – 78 | x | ||||
| Luminite | 27 % | 10 – 20 | x | ||||
| Crystal | 2.3 % | 1 | x |
Bank
The Bank costs 300 $ to unlock. Once unlocked, it periodically grants you money automatically.
- On unlock: Bank Payout = 50 $, Bank Time = 45 s.
- Payout: every Bank Time, you gain Bank Payout $.
- Efficiency ring: the Ring of EFFICIENCY speeds up passive timers.
Bank upgrades (deterministic, no success/fail):
- Bank Payout: +50 $ (costs Luminite; cost scales with current payout).
- Bank Time: -1 s (costs Luminite; cost scales with current time).
The Forge
The Forge generates four items per run: two Rings and two Charms. You pick exactly one item to equip. Forging has a Scrap cost that increases with each run — unless you have the Charm of Indecision, in which case the cost will not increase. If you have the Charm of Mastery, the Forge also generates a fifth extra option to choose from.
Rings come in Levels I–V. The range of possible Ring levels depends on your Prestige, and higher Luck slightly shifts the odds toward higher Ring levels.
Rings (values by level):
| Name | Effect | I % | II % | III % | IV % | V % |
|---|---|---|---|---|---|---|
| Defence | your received stat can be upgraded x % lower | 3 | 6 | 9 | 12 | 15 |
| Efficiency | passives work x % faster | 4 | 8 | 12 | 16 | 20 |
| Energy | final blows charge your ult by x % | 0.5 | 1 | 1.5 | 2 | 2.5 |
| Grounding | receive x % less knockback | 10 | 20 | 30 | 40 | 50 |
| Knockback | deal x % more knockback | 10 | 20 | 30 | 40 | 50 |
| Overcharge | ult charge starts at x % | 5 | 10 | 15 | 20 | 25 |
| Prestige | ascending adds additional x % to your luck | 3 | 6 | 9 | 12 | 15 |
| Profit | earn x % more $ from eliminations | 3 | 6 | 9 | 12 | 15 |
| Reaping | gain x % lifesteal | 5 | 10 | 15 | 20 | 25 |
| Refunding | refund x % more at the forge | 9 | 18 | 27 | 36 | 45 |
| Thorns | reflect x % of raw damage back to enemies | 5 | 10 | 15 | 20 | 25 |
| Uptime | reduce respawn time by x % | 10 | 20 | 30 | 40 | 50 |
Charms:
| Name | Effect |
|---|---|
| Automation | gold crates are opened automatically |
| Bloodlust | fully charge your ult halfway through each wave |
| Combat | melee kills guarantee an item drop |
| Encouragement | gain a random stat buff after every wave |
| Indecision | forging costs will not increase anymore |
| Leaping | you can double jump |
| Mastery | forging will generate a fifth item to choose from |
| Mending | earn $ from healing allies |
| Productivity | mined ores are collected automatically |
| Resilience | bad outcomes of pandora's boxes will not affect you |
| Teleportation | gain the ability to teleport to all areas |
| Tribute | get an extra gold chest after every wave |
Achievements
There are six gameplay achievements. They are tracked per player and can be viewed in the overview page. Each one has a clear requirement; completing all of them grants an extra Luck bonus (see below).
| Name | Requirement |
|---|---|
| Boxing | Get a final blow with your melee attack |
| Smarter not Harder | Score an environmental kill |
| No Help | Get a solo kill |
| Final Final Blow | Land the final blow on the last enemy of a non-boss wave |
| Immovable Object | Max your received stat |
| Unstoppable Force | Kill 200 enemies |
All achievements unlocked: When a player has all six achievements completed, that player gains a permanent +10 Luck bonus.
Mutated Waves
Mutated waves are a random twist that can happen instead of standard waves. When a mutation triggers, the entire next wave gets a mutation type. Mutations can only appear after Wave 5, they do not happen on boss waves, and the mode also prevents back-to-back repeats of the same mutation.
How often can they happen? After Wave 5, each non-boss break rolls a mutation with a probability of roughly 22.75 %, increasing with difficulty and waves. It caps at 33 %. The Workshop Setting "Max Mutated Waves per boss cycle" defines how often these mutations can occur within 5 waves (one "boss cycle").
| Mutation | What it does |
|---|---|
| Exploding | Enemies explode on death, damaging and knocking back players nearby |
| Nano'd | Enemies are nano-boosted: they deal more damage and take less damage |
| Reborn | Enemies have two lives. After their first "death" they will fully heal and get back up at that exact location |
| Reaping | Enemies heal for a portion of the damage they deal (lifesteal) |
Side effects during a mutated wave: Wave rewards use a 1.5× earnings multiplier and increase drop chances of ores and chests on elimination.
How Luck Affects Drop Rates
Have I overcomplicated things unnecessarily? Maybe. Have I put way too much time into this? Definitely.
This is the global formula for calculating chances based on a player's Luck parameter. It returns the probability (in percent) for any Luck-affected event to happen, given that player’s internal Luck value. It is implemented in code and used for all events listed in the table below.
-
is the player’s Luck, starting at 1. Internally it is stored as a decimal (e.g. HUD value 165 = internal value 1.65). Above roughly 3.5, increases give diminishing returns.
-
is the base chance (in %) at Luck = 1.
-
is the asymptotic chance (in %) as Luck → ∞ for that event (before any extra scaling like player-count modifiers).
-
is a stretch factor that controls how quickly the curve ramps up with Luck. Larger
means the probability grows faster when you increase Luck.
Concrete parameters per event (as used in the current code): Some events also apply extra internal scaling (for example, based on player count); the table lists the base parameters before such scaling.
| Event |
|
|
|
|---|---|---|---|
| Pandora’s Box – Good Outcome | 50 | 89 | 1.95 |
| Pandora’s Box – Bad Outcome¹ | 50 | 11 | 1.95 |
| Earning Materials on Elimination | 10.5 | 17 | 1.85 |
| Earning Chests on Elimination | 6.7 | 10 | 1.85 |
¹ “Failed” probabilities are the complementary event of their “Successful” counterpart and are not directly hard-coded, but follow from the same formula.