Player wiki noticeThis community-maintained page may contain gameplay, story, and mature-content spoilers.
TD 堡垒讲习班
概览
车间采购 当前游戏中永久保存 它们使用垦荒专家材料Pristine Cores和共用陆军EXP。在战斗中展示的Salvage/Ammo/Command是单独的部署货币。
| 菜单 | 供应商 | 目的 |
|---|---|---|
| 涡轮工场 | EPOM | 增购7座设计并改进所有8座炮塔 |
| 堡垒控制 | AIMy | 生命、屏障供应、屏障 健康、总炮塔容量 |
| 堡垒硬件 | Tinker | 相同的四个共享控制轨道 |
| 障碍研讨会 | Orchid | 八个独立的经常障碍保健和供应轨道 |
| 陆军装甲 | Tinker | 每个被招募的英雄都有不同的装甲级别 |
使用操作中心的房间链接联系供应商。 相同的控制级别。选择一张卡,检查当前/下个值和准确的拥有/需要的资源。 10级.
堡垒控制

| 共享音轨 | 1级 | 每一级 | 10级 |
|---|---|---|---|
| 堡垒复原力 | 12人活着 | +2 起始时间 | 30条生命 |
| 障碍的部署 | 每个正常设计6个基地部署 | +2每个设计 | 每个设计24个基地部署 |
| 结构强化 | 100% 屏障 HP | +15个百分点 | 235%的屏障HP |
| 涡轮控制 | 现役炮塔共计3座 | +1总有效炮塔 | 共计12座现役炮塔 |
结构强化影响 障碍,包括购买的"树与盖茨"(Trees and Gates),它不会培养英雄或炮塔健康. 堡垒复原力会提升下一次尝试的起始Lives;它不会恢复在波间失去的Lives.
涡轮设计

Steamshot 免费从 1 级开始。其他设计需要在下面一次性购买;这可以解锁 1 级和成本 无陆军EXP初始购买不部署炮塔进行战斗。
| 设计 | 合金 | 电路 | 试剂 | 豪华 | 核心 |
|---|---|---|---|---|---|
| 蒸发 | 0 | 0 | 0 | 0 | 0 |
| 扶轮炮 | 160 | 120 | 40 | 40 | 3 |
| Rivet 驱动程序 | 220 | 80 | 40 | 20 | 4 |
| 等离子兰斯 | 180 | 220 | 60 | 140 | 10 |
| Chrono 投影仪 | 80 | 200 | 80 | 160 | 8 |
| 南铁灯塔 | 80 | 160 | 120 | 80 | 6 |
| 火箭电池 | 200 | 180 | 160 | 160 | 12 |
| 垃圾弹 | 300 | 80 | 140 | 40 | 8 |
战斗部署和启动
这些是一级基地,再次部署另一套复制成本战币,即使在永久购买之后。
| 设计 | 汉字 | 权力 | 范围 (px) | 袭击/sec | 页:1 |
|---|---|---|---|---|---|
| 蒸发 | 160 | 5.5 | 350 | 1.1 | 40 / 25 / 12 |
| 等离子兰斯 | 135 | 18 | 480 | 0.45 | 55 / 45 / 18 |
| Chrono 投影仪 | 120 | 4.5 | 340 | 0.75 | 50 / 30 / 20 |
| 南铁灯塔 | 100 | 修理 | 250 | 修复 / 2 秒 | 45 / 20 / 20 |
| 火箭电池 | 125 | 13.5 | 440 | 0.4 | 65 / 55 / 22 |
| 垃圾弹 | 145 | 19 | 390 | 0.3 | 55 / 15 / 18 |
| 扶轮炮 | 140 | 3 | 310 | 2.4 | 50 / 45 / 12 |
| Rivet 驱动程序 | 185 | 15 | 260 | 0.55 | 50 / 32 / 14 |
旋转炮和Rivet驱动程序允许 每份3份有效副本Plasma Lance、Chrono放映机、Nanite灯塔、火箭炮和Scrap Catapult允许 每个2个。共享的涡轮控制限制仍然适用于所有设计。摧毁一个炮塔可以释放这些活动槽,允许付费替换。
涡轮改进
每个研究步骤都加上 基数的20% 和 10像素范围准确性在走向 95% 由10级攻击炮塔进行,普通攻击率和炮塔健康保持不变。
| 设计 | 函数和一级改为10级 |
|---|---|
| 蒸发 | 可靠的直接射击;损坏和射程改善 |
| 扶轮炮 | 快速直接射击;攻击率保持不变2.4/秒,而损坏情况有所改善 |
| Rivet 驱动程序 | 皮尔斯机率20% – 65%;额外目标1个,6级增至2个;额外命中率保留75%的损伤 |
| 等离子兰斯 | Pierce机会30% – 75%;1个额外目标,2个在5级,3个在10级;额外命中保留75%的损伤 |
| Chrono 投影仪 | 链到2~5个总目标;跳跃达到90~135像素;每次跳跃保留75%的先前损伤,从不重复目标. |
| 南铁灯塔 | 每2秒钟修复6 ~ 17 HP射程中损坏最重的炮塔/炮塔;没有攻击、英雄愈合或生命愈合 |
| 火箭电池 | 溅射半径85 ~ 130像素;附近敌人承受75%的直接伤害;无友火力 |
| 垃圾弹 | 喷射半径105— 150像素;附近敌人承受65%的直接伤害;无友火力 |

常规障碍

所有8个常规设计开始于 1级,无需初始设计购买。Orchid 独立更新每个设计: +20% 基数 HP 和+1 级整战部署. AIMy的共享奖金将HP乘以并增加其供给.
| 设计 | 基础 HP | 救护 | 弹药 | 命令 |
|---|---|---|---|---|
| 弧线 | 180 | 20 | 0 | 3 |
| 专栏 | 140 | 16 | 0 | 2 |
| 墙 | 320 | 32 | 0 | 5 |
| 沙袋鱼 | 220 | 22 | 0 | 3 |
| 碎块 | 100 | 12 | 0 | 1 |
| 强化框 | 280 | 30 | 0 | 4 |
| 阿尔康·斯克拉普病房 | 200 | 26 | 8 | 6 |
| 拉泽·斯克拉普·巴里卡特 | 210 | 28 | 10 | 5 |
最终 HP = 基数 HP ×(1+ 0.2 × Orchid 步骤 × 结构强化百分比在两个10级升级中,有一个设计 6.58倍 。例如,从 320至2,106 HP.
每种设计的供应=6+2×共享障碍物部署步骤+该设计Orchid步骤。 在所有相关的一级轨道是6;在所有一级-10轨道是 每次尝试部署33次设计.
被摧毁的壁垒不会退货或退货。新浪不会补充供给。 移动幸存的壁垒是免费的,不会消耗其他用途。 Arcane Scrap Ward 和 Razor Scrap Barricade是常规障碍;他们的名字不会增加无记录的损害或屏蔽能力。
英雄-依赖性障碍
| 设计 | 需要部署的英雄 | 基础 HP | 救援/弹药/指挥 | 活动限制 |
|---|---|---|---|---|
| 树 | Terra | 240 | 24 / 0 / 4 | 5 |
| 金刚盾门 | Glitch | 360 | 38 / 12 / 8 | 5 |
需要的英雄必须被招募、活着和部署以放置新的副本。他们的毁灭可以释放一个活动槽,所以在英雄仍然有资格时可以替换。这些设计获得了结构强化HP,但是已经 无Orchid 设计-研究轨道 并且不花费正常的阻塞供应。
Terra的自动 生活网络 设定一组独立的自由树。这些树使用她的特殊力量来开发 HP, 使用她的特殊范围来开发它们的活动极限, 并且不接收共享加固 。见 。 军队和培训.
研究费用
表格列出 向目标水平迈出一步专家总数 合金+电路+试剂+豪华,在下面使用设计的配方进行分割。
关于控制研究,将炮塔表的专家总数和陆军EXP乘以 1.5;Cores保持不变。对于普通障碍,专家总数乘以 2; 军队EXP保持不变.
| 目标水平 | 涡轮材料 / EXP / 核心 | 控制材料 / EXP / 核心 | 障碍材料/EXP/核心 |
|---|---|---|---|
| 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 |
材料食谱
食谱比例 合金:电路 : 试剂:流线 顺序。将相关的专家总数乘以每比例,将每股分成四舍五入,然后将剩余单位分配到最大的分数股份;链接遵循材料顺序。菜单显示准确的最终整数成本。
| 研究轨道 | 合金:电路 : 试剂:流线 |
|---|---|
| 蒸发(炮塔) | 6 : 3 : 0 : 1 |
| 旋转炮(炮塔) | 160 : 120 : 40 : 40 |
| Rivet 驱动程序(炮塔) | 220 : 80 : 40 : 20 |
| Plasma Lance(炮塔) | 180 : 220 : 60 : 140 |
| Chrono 投影仪(炮塔) | 80 : 200 : 80 : 160 |
| 南铁灯塔(炮塔) | 80 : 160 : 120 : 80 |
| 火箭炮(炮塔) | 200 : 180 : 160 : 160 |
| 弹簧弹(炮塔) | 300 : 80 : 140 : 40 |
| 堡垒复原力(控制) | 4 : 3 : 2 : 1 |
| 障碍物部署(控制) | 6 : 2 : 1 : 1 |
| 结构强化(控制) | 5 : 1 : 3 : 1 |
| 涡轮控制(控制) | 2 : 5 : 1 : 2 |
| 阻力( 阻力) | 7 : 1 : 1 : 1 |
| 框(栏) | 6 : 2 : 1 : 1 |
| 墙壁( 栏杆) | 8 : 1 : 1 : 0 |
| 沙袋(障碍物) | 5 : 1 : 3 : 1 |
| Rubble(障碍物) | 7 : 0 : 2 : 1 |
| 强化框(障碍) | 6 : 2 : 1 : 1 |
| Arcane Scrap Ward(障碍物) | 2 : 3 : 2 : 3 |
| Razor Scrap Barricade(障碍物) | 6 : 2 : 1 : 1 |
举例来说, Plasma Lance 1 − 2级 费用 18辆合金、22辆电路、6辆试剂、14辆豪华车、0辆核心车和100辆陆军EXP. 第1至第2级障碍物部署 费用 54台合金,18台电路,9台试剂,9台豪华,0台核心,150台陆军EXPA级 第1至第2级墙壁 费用 96合金、12个电路、12个试剂、0个流星、0个核心和100个陆军EXP.
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

| 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

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 |

Regular Barriers

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