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TD Workshops

Live wiki revision 2048 · October 3, 2026View or improve the source →
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TD Fortress Workshops

Overview

Workshop purchases are permanent in the current game save and take effect in the next battle. They use Reclamation specialist materials, Pristine Cores, and shared Army EXP. The Salvage/Ammo/Command displayed inside a battle are separate deployment currencies.
Menu Provider Purpose
Turret Workshop EPOM Purchase seven additional designs and improve all eight turrets
Fortress Control AIMy Starting Lives, barrier supply, barrier Health, total turret capacity
Fortress Hardware Tinker The same four shared control tracks
Barrier Workshop Orchid Eight independent regular-barrier Health and supply tracks
Army Armor Tinker Separate armor level for each recruited hero
Use the Operations Center's room links to reach the providers. Purchasing at AIMy and Tinker changes the same control levels, not two separate copies. Select a card to inspect current/next values and exact owned/required resources. Each research track stops at Level 10.

Fortress Control

AIMy Fortress Control: four shared research tracks at Level 1. Example materials and Army EXP.
Shared track Level 1 Each further level Level 10
Fortress Resilience 12 Lives +2 starting Lives 30 Lives
Barrier Deployment 6 base deployments per regular design +2 per design 24 base deployments per design
Structural Reinforcement 100% barrier HP +15 percentage points 235% barrier HP
Turret Control 3 active turrets total +1 total active turret 12 active turrets total
Structural Reinforcement affects barriers, including purchased Trees and Gates. It does not raise hero or turret Health. Fortress Resilience raises the next attempt's starting Lives; it does not restore Lives lost between waves.

Turret Designs

EPOM Turret Workshop: the eight designs. Steamshot starts at Level 1; other designs require purchase. Example wallet.
Steamshot starts at Level 1 for free. Other designs require their one-time purchase below; that unlocks Level 1 and costs no Army EXP. Initial purchase does not deploy a turret into an active battle.
Design Alloy Circuitry Reagents Flux Cores
Steamshot 0 0 0 0 0
Rotary Cannon 160 120 40 40 3
Rivet Driver 220 80 40 20 4
Plasma Lance 180 220 60 140 10
Chrono Projector 80 200 80 160 8
Nanite Beacon 80 160 120 80 6
Rocket Battery 200 180 160 160 12
Scrap Catapult 300 80 140 40 8


Battle Deployment and Starting Stats

These are the Level-1 bases. Deploying another copy costs battle currency again, even after permanent purchase.
Design HP Power Range (px) Attacks/sec S / A / C
Steamshot 160 5.5 350 1.1 40 / 25 / 12
Plasma Lance 135 18 480 0.45 55 / 45 / 18
Chrono Projector 120 4.5 340 0.75 50 / 30 / 20
Nanite Beacon 100 Repair 250 Repair / 2 sec 45 / 20 / 20
Rocket Battery 125 13.5 440 0.4 65 / 55 / 22
Scrap Catapult 145 19 390 0.3 55 / 15 / 18
Rotary Cannon 140 3 310 2.4 50 / 45 / 12
Rivet Driver 185 15 260 0.55 50 / 32 / 14


Steamshot, Rotary Cannon, and Rivet Driver allow 3 active copies each. Plasma Lance, Chrono Projector, Nanite Beacon, Rocket Battery, and Scrap Catapult allow 2 each. The shared Turret Control limit still applies across all designs together. Destroying a turret frees those active slots, permitting a paid replacement.

Turret Improvements

Every research step adds 20% of base Power and 10 pixels of range. Accuracy progresses toward 95% by Level 10 for attacking turrets. Ordinary attack rate and turret Health stay constant. Nanite Beacon repairs instead of attacking.
Design Function and Level-1 to Level-10 changes
Steamshot Reliable direct fire; damage and range improve
Rotary Cannon Rapid direct fire; attack rate stays 2.4/sec while damage improves
Rivet Driver Pierce chance 20% → 65%; 1 extra target, increasing to 2 at Level 6; additional hits retain 75% damage
Plasma Lance Pierce chance 30% → 75%; 1 extra target, 2 at Level 5, 3 at Level 10; additional hits retain 75% damage
Chrono Projector Chains to 2 → 5 total targets; jump reach 90 → 135 pixels; each jump retains 75% of the previous damage and never repeats a target
Nanite Beacon Every 2 seconds repairs the most damaged turret/barrier in range for 6 → 17 HP; no attacks, hero healing, or Lives healing
Rocket Battery Splash radius 85 → 130 pixels; nearby enemies take 75% of direct-hit damage; no friendly fire
Scrap Catapult Splash radius 105 → 150 pixels; nearby enemies take 65% of direct-hit damage; no friendly fire
Plasma Lance at Level 1: current/next stats and exact Level-2 upgrade requirements. Example wallet.

Regular Barriers

Orchid Barrier Workshop: eight regular designs at Level 1, showing Health and whole-battle supply.
All eight regular designs start at Level 1, without an initial design purchase. Orchid upgrades each design independently: +20% base HP and +1 whole-battle deployment per level. AIMy's shared bonuses multiply their HP and add to their supply.
Design Base HP Salvage Ammo Command
Barricade 180 20 0 3
Box 140 16 0 2
Wall 320 32 0 5
Sandbags 220 22 0 3
Rubble 100 12 0 1
Reinforced Box 280 30 0 4
Arcane Scrap Ward 200 26 8 6
Razor Scrap Barricade 210 28 10 5


Final HP = base HP × (1 + 0.2 × Orchid steps) × Structural Reinforcement percentage, rounded once at the end. At both Level-10 upgrades, a design has 6.58 times its base HP. For example, a Wall rises from 320 to 2,106 HP.
Supply for each design = 6 + 2 × shared Barrier Deployment steps + that design's Orchid steps. At all relevant Level-1 tracks it is 6; at all Level-10 tracks it is 33 deployments of each design per attempt.
Destroyed barriers do not refund supply or currency. New waves do not replenish supply. Moving a surviving barrier is free and does not consume another use. Arcane Scrap Ward and Razor Scrap Barricade are regular obstacles; their names do not add an undocumented damage or shielding ability.

Hero-Dependent Barriers

Design Required deployed hero Base HP Salvage / Ammo / Command Active limit
Tree Terra 240 24 / 0 / 4 5
Kinetic Shield Gate Glitch 360 38 / 12 / 8 5
The required hero must be recruited, alive, and deployed to place a new copy. Their destruction frees an active slot, so replacements are possible while the hero remains eligible. These designs gain Structural Reinforcement HP but have no Orchid design-research track and do not spend regular-barrier supply.
Terra's automatic Living Network conjures a separate set of free Trees. Those use her Special Power for HP, her Special Range for their active limit, and do not receive shared reinforcement. See Army and Training.

Research Costs

The table gives the cost of one step to the target level. Specialist total means Alloy + Circuitry + Reagents + Flux, divided using the design's recipe below. Cores and Army EXP are additional costs.
For control research, multiply the turret table's specialist total and Army EXP by 1.5; Cores stay unchanged. For regular barriers, multiply specialist total and Cores by 2; Army EXP stays unchanged.
Target level Turret materials / EXP / Cores Control materials / EXP / Cores Barrier materials / EXP / Cores
2 60 / 100 / 0 90 / 150 / 0 120 / 100 / 0
3 100 / 200 / 0 150 / 300 / 0 200 / 200 / 0
4 160 / 400 / 2 240 / 600 / 2 320 / 400 / 4
5 250 / 700 / 4 375 / 1050 / 4 500 / 700 / 8
6 380 / 1100 / 7 570 / 1650 / 7 760 / 1100 / 14
7 560 / 1700 / 11 840 / 2550 / 11 1120 / 1700 / 22
8 800 / 2500 / 16 1200 / 3750 / 16 1600 / 2500 / 32
9 1100 / 3600 / 24 1650 / 5400 / 24 2200 / 3600 / 48
10 1500 / 5000 / 36 2250 / 7500 / 36 3000 / 5000 / 72


Material Recipes

Recipes are proportions in Alloy : Circuitry : Reagents : Flux order. Multiply the relevant specialist total by each proportion, round down each share, then distribute leftover units to the largest fractional shares; ties follow the material order. The menu shows the exact final integer costs.
Research track Alloy : Circuitry : Reagents : Flux
Steamshot (turret) 6 : 3 : 0 : 1
Rotary Cannon (turret) 160 : 120 : 40 : 40
Rivet Driver (turret) 220 : 80 : 40 : 20
Plasma Lance (turret) 180 : 220 : 60 : 140
Chrono Projector (turret) 80 : 200 : 80 : 160
Nanite Beacon (turret) 80 : 160 : 120 : 80
Rocket Battery (turret) 200 : 180 : 160 : 160
Scrap Catapult (turret) 300 : 80 : 140 : 40
Fortress Resilience (control) 4 : 3 : 2 : 1
Barrier Deployment (control) 6 : 2 : 1 : 1
Structural Reinforcement (control) 5 : 1 : 3 : 1
Turret Control (control) 2 : 5 : 1 : 2
Barricade (barrier) 7 : 1 : 1 : 1
Box (barrier) 6 : 2 : 1 : 1
Wall (barrier) 8 : 1 : 1 : 0
Sandbags (barrier) 5 : 1 : 3 : 1
Rubble (barrier) 7 : 0 : 2 : 1
Reinforced Box (barrier) 6 : 2 : 1 : 1
Arcane Scrap Ward (barrier) 2 : 3 : 2 : 3
Razor Scrap Barricade (barrier) 6 : 2 : 1 : 1


For example, Plasma Lance Level 1 → 2 costs 18 Alloy, 22 Circuitry, 6 Reagents, 14 Flux, 0 Cores, and 100 Army EXP. Barrier Deployment Level 1 → 2 costs 54 Alloy, 18 Circuitry, 9 Reagents, 9 Flux, 0 Cores, and 150 Army EXP. A Wall Level 1 → 2 costs 96 Alloy, 12 Circuitry, 12 Reagents, 0 Flux, 0 Cores, and 100 Army EXP.
Armor has its own materials-only price table, stopping at Level 6/MAX; see Army Armor. Materials and Pristine Cores come from Reclamation Bay.


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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.