Exact mechanics
Level gates and requirements
Progress is multiplied by the current experience factor before it reaches the level bar. Overflow is preserved across level-ups and while a choice screen is open.
- New-module choice 1
- Level 4
- New-module choice 2
- Level 13
- New-module choice 3
- Level 25
Show level requirements
| Current level | Progress to next level | Next choice |
|---|---|---|
| 1 | 30 | Module upgrade |
| 2 | 50 | Module upgrade |
| 3 | 70 | New module at level 4 |
| 4 | 85 | Module upgrade |
| 5 | 100 | Module upgrade |
| 6 | 110 | Module upgrade |
| 7 | 120 | Module upgrade |
| 8 | 130 | Module upgrade |
| 9 | 140 | Module upgrade |
| 10 | 150 | Module upgrade |
| 11 | 160 | Module upgrade |
| 12 | 170 | New module at level 13 |
| 13 | 180 | Module upgrade |
| 14 | 185 | Module upgrade |
| 15 | 190 | Module upgrade |
| 16 | 195 | Module upgrade |
| 17 | 200 | Module upgrade |
| 18 | 205 | Module upgrade |
| 19 | 210 | Module upgrade |
| 20 | 215 | Module upgrade |
| 21 | 220 | Module upgrade |
| 22 | 225 | Module upgrade |
| 23 | 230 | Module upgrade |
| 24 | 235 | New module at level 25 |
| 25 | 240 | Module upgrade |
| 26 | 245 | Module upgrade |
| 27 | 250 | Module upgrade |
| 28 | 255 | Module upgrade |
| 29 | 260 | Module upgrade |
| 30 | 265 | Module upgrade |
| 31 | 270 | Module upgrade |
| 32 | 275 | Module upgrade |
| 33 | 280 | Module upgrade |
| 34 | 285 | Module upgrade |
| 35 | 290 | Module upgrade |
| 36 | 295 | Module upgrade |
| 37 | 300 | Module upgrade |
| 38 | 310 | Module upgrade |
| 39 | 320 | Module upgrade |
| 40 | 330 | Module upgrade |
| 41 | 340 | Module upgrade |
| 42 | 350 | Module upgrade |
| 43 | 360 | Module upgrade |
| 44 | 370 | Module upgrade |
| 45 | 380 | Module upgrade |
| 46 | 390 | Module upgrade |
| 47 | 400 | Module upgrade |
| 48 | 410 | Module upgrade |
| 49 | 420 | Module upgrade |
| 50 | 430 | Module upgrade |
| 51 | 440 | Module upgrade |
| 52 | 450 | Module upgrade |
| 53 | 460 | Module upgrade |
| 54 | 470 | Module upgrade |
| 55 | 480 | Module upgrade |
| 56 | 490 | Module upgrade |
| 57-999 | 500 | Module upgrade |
Wanderturm
Nitro baseline and recovery cycle
- Maximum nitro
- 100
- Consumption rate
- 10/s
- Full-tank boost
- 10 seconds
- Overheat lock
- 3 seconds
- Recovery refill
- 15% of maximum in 0.5s
- Normal regeneration
- 5/s
- Speed factor
- 2x
Vehicle size
Range settings by size rank
| Size rank | Range multiplier | Spawn range |
|---|---|---|
| 0 | 0.6x | 120 |
| 1 | 0.9x | 120 |
| 2 | 1.25x | 120 |
| 3 | 1.5x | 120 |
Shared formulas
Open a rule to see its exact calculation order and limits.
MovementPlayer speed modifier orderExact rule
final speed = (base speed x every enabled multiplier, in list order) + sum of flat bonuses
- Start from the current vehicle's base maximum speed.
- Apply every enabled multiplicative speed modifier in list order.
- Add all enabled flat speed bonuses after the multipliers.
Flat speed bonuses are not multiplied by the multiplicative modifiers.
MovementEnemy and allied unit speed modifier orderExact rule
speed = ((base speed + active catch-up bonuses) x enabled speed multipliers + flat bonuses) x terrain factor
- Boss catch-up adds one base-speed amount; allied catch-up adds 1.5 times base speed when their respective states are active.
- Apply enabled multiplicative buffs, then add flat speed buffs.
- An active terrain slow halves this result unless the unit is immune to terrain slowing.
Friendly units can receive an additional speed multiplier while the player boosts. Its bonus comes from the current artifact effects.
NitroNitro drain, regeneration, and overheat recoveryExact rule
drain per second = vehicle consumption rate x fuel-efficiency factor; regeneration per second = vehicle regeneration rate x regeneration factor
- Boost drains the current tank. Reaching zero stops boost and starts the overheat lock.
- The current baseline overheat lock lasts 3 seconds.
- After that lock, the tank refills from zero to 15% of its current maximum over 0.5 seconds.
- Normal regeneration then resumes, clamped between zero and the current maximum.
A baseline 100-point tank with consumption 10 and factor 1 supports 10 seconds of uninterrupted boost. Vehicle choices and artifacts can change these inputs.
The recovery refill is 15 points for a 100-point tank.
ModulesActive cooldown calculationExact rule
active cooldown = max(0.5, max(0, base cooldown) x max(0, slot factor) / max(0.01, 1 + total cooldown rating))
- Use the module's base cooldown and its current slot-specific cooldown factor.
- Add the selected active cooldown-rating bonuses.
- Divide the adjusted base cooldown by one plus that rating.
- Clamp the result to at least 0.5 seconds.
A +0.15 rating divides the adjusted base by 1.15. It does not subtract 0.15 seconds or give a flat 15% reduction.
The remaining active timer is divided by the vehicle cooldown-speed factor when shown in seconds.
ModulesAutomatic cooldown calculationExact rule
automatic cooldown = max(0.1, max(0, base cooldown) x max(0, slot factor) / max(0.01, 1 + total cooldown rating))
- Use the module's base cooldown and its current slot-specific cooldown factor.
- Add the selected automatic cooldown-rating bonuses.
- Divide the adjusted base cooldown by one plus that rating.
- Clamp the result to at least 0.1 seconds.
A +0.15 rating divides the adjusted base by 1.15. It does not subtract 0.15 seconds or give a flat 15% reduction.
ModulesModule upgrade applicationExact rule
added stat = the selected effect's value at the rolled rarity: Common, Uncommon, Rare, or Epic
- An upgrade can replace effects or base damage when its replacement flag is enabled.
- Enabled additive effects use the value for the rolled rarity.
- Core and optional stat roles remain distinct in the upgrade catalogue.
- Cooldown additions accumulate as ratings and are recalculated with their separate active and automatic floors.
The four value columns describe rarity, not four successive upgrade levels. Optional effects should not be read as guaranteed additions on every offer.
CombatProjectile damage factorsExact rule
type-adjusted direct-hit damage = projectile base damage x the corresponding type factor
- Cannon, arrow, and magic hits use their corresponding artifact damage factors.
- Melee uses its damage factor plus the melee speed-damage bonus.
- The melee full-health multiplier applies when the target passes the full-health check.
- Mine and fire do not receive one of these type factors in this direct-hit branch.
This is the type-adjustment step. Target states, boosting bonuses, execution, and other projectile effects can further change the result.
CombatMarked target damageExact rule
marked-target multiplier = 1.5x incoming damage
- The marked state multiplies the incoming hit by 1.5 before health is reduced.
Other applicable damage multipliers can combine with the marked multiplier.
ProgressionLevel progress and overflowExact rule
credited progress = collected progress x the experience factor; excess progress is retained as overflow
- Compare progress with the requirement for the current level.
- On reaching the requirement, preserve excess progress, reset the bar, and advance the level.
- The new-module choices are displayed at levels 4, 13, and 25.
- A new-module choice is not added when all four non-crew module slots are filled.
The requirement table shows the progress needed to advance from each displayed level. Requirements continue increasing after level 40.
ProgressionVehicle ranks and upgrade choicesExact rule
vehicle stats = current rank baseline + applicable bonuses from the selected upgrade branches
- Wanderturm, Spiderburg, and Tankenburg each have a baseline and three higher rank configurations.
- At an upgrade rank, choose one branch of additional vehicle stats.
- The current rank and previously selected branch bonuses contribute to the vehicle's resulting stats.
The Vehicles page separates base rank stats from choice bonuses so they are not mistaken for the same values.
