TOWER Sequence /112
| Affix | Source |
|---|---|
| +8% additional damage for Weapons Intermediate Sequence 1|2|6 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol |
| +6% Armor DMG Mitigation Penetration Intermediate Sequence 2|3|4 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand |
| +8% Fire Penetration Intermediate Sequence 3|4|7 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand |
| +8% Cold Penetration Intermediate Sequence 4|5|6 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand |
| +8% Lightning Penetration Intermediate Sequence 1|3|5 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand |
| +8% Erosion Resistance Penetration Intermediate Sequence 5|6|7 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand |
| +8% gear Attack Speed Intermediate Sequence 3|6|7 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow |
| +20% Attack Critical Strike Rating for this gear Intermediate Sequence 1|4|7 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow |
| +10% additional damage on Critical Strike Intermediate Sequence 1|2|5 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand |
| +10% Intermediate Sequence 1|2|3 | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol |
| +16% additional damage for Weapons Intermediate Sequence 1|2|6 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow |
| +12% Armor DMG Mitigation Penetration Intermediate Sequence 2|3|4 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff |
| +16% Fire Penetration Intermediate Sequence 3|4|7 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff |
| +16% Cold Penetration Intermediate Sequence 4|5|6 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff |
| +16% Lightning Penetration Intermediate Sequence 1|3|5 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff |
| +16% Erosion Resistance Penetration Intermediate Sequence 5|6|7 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff |
| +20% additional damage on Critical Strike Intermediate Sequence 1|2|5 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff |
| +16% Intermediate Sequence 1|2|3 | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff |
| +8% additional Spell Damage Intermediate Sequence 1|2|6 | Wand |
| +16% Cast Speed Intermediate Sequence 3|6|7 | Wand |
| +55 Spell Critical Strike Rating Intermediate Sequence 1|4|7 | Wand |
| +8% Intermediate Sequence 1|2|3 | Wand, Scepter, Rod, STR Shield, DEX Shield, INT Shield |
| +16% additional Spell Damage Intermediate Sequence 1|2|6 | Tin Staff |
| +32% Cast Speed Intermediate Sequence 3|6|7 | Tin Staff |
| +110 Spell Critical Strike Rating Intermediate Sequence 1|4|7 | Tin Staff |
| +8% additional Damage Over Time Intermediate Sequence 1|2|6 | Scepter |
| +16 +24% Intermediate Sequence 2|3|4 | Scepter |
| +25% Intermediate Sequence 3|4|7 | Scepter |
| +30% Intermediate Sequence 4|5|6 | Scepter |
| +12% Movement Speed Intermediate Sequence 1|3|5 | Scepter, STR Shield, DEX Shield, INT Shield |
| +12% Intermediate Sequence 5|6|7 | Scepter |
| Max Max Terra Quantity +1 Intermediate Sequence 3|6|7 | Scepter |
| +8% Intermediate Sequence 1|4|7 | Scepter |
| -10% All Resistance when the enemy has max Intermediate Sequence 1|2|5 | Scepter |
| +8% additional Minion Damage Intermediate Sequence 1|2|6 | Rod |
| +6% Armor DMG Mitigation Penetration for Minions Intermediate Sequence 2|3|4 | Rod |
| +8% Minion Fire Penetration Intermediate Sequence 3|4|7 | Rod |
| +8% Cold Penetration for Minions Intermediate Sequence 4|5|6 | Rod |
| +8% Lightning Penetration for Minions Intermediate Sequence 1|3|5 | Rod |
| +8% Erosion Penetration for Minions Intermediate Sequence 5|6|7 | Rod |
| +16% Minion Attack and Cast Speed Intermediate Sequence 3|6|7 | Rod |
| +55 Minion Critical Strike Rating Intermediate Sequence 1|4|7 | Rod |
| +40% Minion Critical Strike Damage Intermediate Sequence 1|2|5 | Rod |
| +8% Intermediate Sequence 1|2|6 | STR Shield, DEX Shield, INT Shield |
| +15% Max Life and Max Mana Intermediate Sequence 2|3|4 | STR Shield, DEX Shield, INT Shield |
| +40% Intermediate Sequence 3|4|7 | STR Shield, DEX Shield, INT Shield |
| +10% Attack and Spell Block Chance Intermediate Sequence 4|5|6 | STR Shield, DEX Shield, INT Shield |
| +80% Critical Strike Rating Intermediate Sequence 5|6|7 | STR Shield, DEX Shield, INT Shield |
| +40% Critical Strike Damage Intermediate Sequence 3|6|7 | STR Shield, DEX Shield, INT Shield |
| Restores 3% Life on Block. Interval: 0.3s Intermediate Sequence 1|4|7 | STR Shield, DEX Shield, INT Shield |
| Restores 3% Energy Shield on Block. Interval: 0.3s Intermediate Sequence 1|2|5 | STR Shield, DEX Shield, INT Shield |
| Enemies have a 15% chance to explode when defeated by an Attack or Spell, dealing Secondary Physical Damage equal to 25% of their Max Life to enemies within a 5 m radius Advanced Sequence 1|4|5|7 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol |
| Adds 1 - 3 Lightning Damage to Attacks per 10 Dexterity Advanced Sequence 1|1|1|5 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol |
| Adds 2 - 2 Fire Damage to Attacks per 10 Strength Advanced Sequence 6|6|6|7 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol |
| Main Skill is supported by Lv. 25 Steamroll Advanced Sequence 2|2|2|3 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger |
| Adds 1 - 1 Physical Damage to Attacks per 2260 Armor Advanced Sequence 3|3|6|7 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol |
| +120% Fearless Aura -20% additional Fearless Advanced Sequence 4|4|5|6 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger |
| +80% gear Physical Damage -20% Attack Critical Strike Rating for this gear Advanced Sequence 1|3|5|7 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol, Bow, Musket, Fire Cannon, Crossbow |
| +15% additional 10% chance to inflict 1 additional stack(s) of Advanced Sequence 2|4|5|7 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol |
| +25% Elemental Damage for the gear -25% gear Physical Damage Advanced Sequence 1|2|3|4 | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol |
| Enemies have a 30% chance to explode when defeated by an Attack or Spell, dealing Secondary Physical Damage equal to 25% of their Max Life to enemies within a 5 m radius Advanced Sequence 1|4|5|7 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow |
| Adds 1 - 7 Lightning Damage to Attacks per 10 Dexterity Advanced Sequence 1|1|1|5 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow |
| Adds 3 - 5 Fire Damage to Attacks per 10 Strength Advanced Sequence 6|6|6|7 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow |
| Main Skill is supported by Lv. 25 Steamroll +25% additional Melee Damage Advanced Sequence 2|2|2|3 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel |
| Adds 2 - 2 Physical Damage to Attacks per 2260 Armor Advanced Sequence 3|3|6|7 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel |
| +200% Fearless Aura -30% additional Fearless Advanced Sequence 4|4|5|6 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel |
| +120% gear Physical Damage -20% Attack Critical Strike Rating for this gear Advanced Sequence 1|3|5|7 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel |
| +30% additional 10% chance to inflict 2 additional stack(s) of Advanced Sequence 2|4|5|7 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow |
| +50% Elemental Damage for the gear -25% gear Physical Damage Advanced Sequence 1|2|3|4 | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow |
| Main Skill is supported by Lv. 25 Multiple Projectiles Advanced Sequence 2|2|2|3 | Cane, Pistol |
| +120% Precise Projectiles Aura effect -20% additional Precise Projectiles Advanced Sequence 4|4|5|6 | Cane, Pistol |
| Main Skill is supported by Lv. 25 Multiple Projectiles +25% additional Projectile Damage Advanced Sequence 2|2|2|3 | Bow, Musket, Fire Cannon, Crossbow |
| Attack Horizontal Projectiles will return after reaching their max range and will hit enemies on their path again -30% additional Projectile Damage Advanced Sequence 3|3|6|7 | Bow, Musket, Fire Cannon, Crossbow |
| +200% Precise Projectiles Aura effect -30% additional Precise Projectiles Advanced Sequence 4|4|5|6 | Bow, Musket, Fire Cannon, Crossbow |
| Enemies have a 15% chance to explode when defeated by an Attack or Spell, dealing Secondary Physical Damage equal to 25% of their Max Life to enemies within a 5 m radius Advanced Sequence 1|4|6|7 | Wand, Scepter |
| +25% additional Hit Damage for skills cast by Advanced Sequence 1|3|5|7 | Wand |
| Adds 200 - 220 Cold Damage to Spells when having at least 800 Intelligence Advanced Sequence 1|1|1|5 | Wand |
| The Main Skill is supported by Lv. 25 Advanced Sequence 2|2|2|4 | Wand |
| +120% Spell Amplification Aura -20% additional Spell Amplification Advanced Sequence 3|3|6|7 | Wand |
| +35% additional damage -10% additional Cast Speed Advanced Sequence 4|4|5|6 | Wand |
| +15% additional 10% chance to inflict 1 additional stack(s) of Advanced Sequence 2|5|6|7 | Wand |
| Max Max Max Advanced Sequence 2|3|5|6 | Wand |
| Enemies have a 30% chance to explode when defeated by an Attack or Spell, dealing Secondary Physical Damage equal to 25% of their Max Life to enemies within a 5 m radius Advanced Sequence 1|4|6|7 | Tin Staff |
| +50% additional Hit Damage for skills cast by Advanced Sequence 1|3|5|7 | Tin Staff |
| Adds 420 - 440 Cold Damage to Spells when having at least 800 Intelligence Advanced Sequence 1|1|1|5 | Tin Staff |
| The Main Skill is supported by Lv. 25 +25% additional Spell Damage Advanced Sequence 2|2|2|4 | Tin Staff |
| +200% Spell Amplification Aura -30% additional Spell Amplification Advanced Sequence 3|3|6|7 | Tin Staff |
| +70% additional damage -10% additional Cast Speed Advanced Sequence 4|4|5|6 | Tin Staff |
| +30% additional 10% chance to inflict 2 additional stack(s) of Advanced Sequence 2|5|6|7 | Tin Staff |
| Max Max Max Advanced Sequence 2|3|5|6 | Tin Staff |
| Triggers Lv. 30 Black Hole when moving. Interval: 1.5 s Advanced Sequence 1|1|1|5 | Scepter |
| Main Skill is supported by Lv. 25 Cataclysm Advanced Sequence 2|2|2|4 | Scepter |
| Upon inflicting damage, +5% additional Ailment Damage (multiplies) for every type of Advanced Sequence 3|3|6|7 | Scepter |
| +120% Deep Pain Aura -20% additional Deep Pain Advanced Sequence 4|4|5|6 | Scepter |
| +25% Movement Speed when standing on a Terra Skill. The effect lasts 2s. +100% Skill Area when standing on a Terra Skill. Lasts for 2 s Advanced Sequence 1|3|5|7 | Scepter |
| +160 Advanced Sequence 2|5|6|7 | Scepter |
| Max Max Max Advanced Sequence 2|3|5|6 | Scepter |
| +80 initial Advanced Sequence 1|4|6|7 | Rod |
| + 10 Advanced Sequence 1|3|5|7 | Rod |
| Triggers Lv. 10 Minions can cast 1 additional Curse(s) Advanced Sequence 2|2|2|4 | Rod |
| The Main Skill is supported by a Lv. 25 Servant Damage Advanced Sequence 1|1|1|5 | Rod |
| -80 Minion Critical Strike Rating +200% Minion Critical Strike Damage Advanced Sequence 4|4|5|6 | Rod |
| +120% Radical Order Aura Effect -20% additional Radical Order Advanced Sequence 3|3|6|7 | Rod |
| Triggers Lv. 20 Advanced Sequence 2|5|6|7 | Rod |
| When Minions deal damage, inflicts When Minions deal damage, inflicts When Minions deal damage, inflicts Advanced Sequence 2|3|5|6 | Rod |
| +8% Advanced Sequence 1|1|1|5 | STR Shield, DEX Shield, INT Shield |
| All Passive Skill slots are supported by Lv. 30 Precise: Restrain Advanced Sequence 2|2|2|4 | STR Shield, DEX Shield, INT Shield |
| Immune to Advanced Sequence 3|3|6|7 | STR Shield, DEX Shield, INT Shield |
| Converts 25% of Physical Damage taken to random -25% Advanced Sequence 4|4|5|6 | STR Shield, DEX Shield, INT Shield |
| +15% +2400 Gear Armor Advanced Sequence 1|4|6|7 | STR Shield, DEX Shield, INT Shield |
| Spell Damage will not further reduce Evasion by default +1680 gear Evasion Advanced Sequence 1|3|5|7 | STR Shield, DEX Shield, INT Shield |
| Energy Shield starts to +40% Energy Shield Advanced Sequence 2|5|6|7 | STR Shield, DEX Shield, INT Shield |
TOWER Sequence
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Once initiated, each round presents a random selection of colored Chips to choose from. If the selected Chip colors (in any order) match a target sequence, the R&D succeeds, granting the weapon the corresponding effects. If the colors do not match any sequence, the R&D fails.
There are 2 types of R&D: Basic R&D and In-Depth R&D. Basic R&D only requires Hunters to choose 3 Chips, whereas In-Depth R&D requires Hunters to choose 4. Basic R&D only yields Intermediate sequences. Advanced sequences can only be obtained from In-Depth R&D. Each weapon can only have 1 sequence, but Hunters can perform R&D repeatedly until the desired target sequence is obtained.
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TOWER Sequence - Help
R&D can be performed on non-Legendary weapons in the TOWER Sequence system. To perform R&D, Hunters must spend a set number of Mods.
Once initiated, each round presents a random selection of colored Chips to choose from. If the selected Chip colors (in any order) match a target sequence, the R&D succeeds, granting the weapon the corresponding effects. If the colors do not match any sequence, the R&D fails.
There are 2 types of R&D: Basic R&D and In-Depth R&D. Basic R&D only requires Hunters to choose 3 Chips, whereas In-Depth R&D requires Hunters to choose 4. Basic R&D only yields Intermediate sequences. Advanced sequences can only be obtained from In-Depth R&D. Each weapon can only have 1 sequence, but Hunters can perform R&D repeatedly until the desired target sequence is obtained.
Materials consumed by R&D will not be returned if R&D is interrupted.
Once initiated, each round presents a random selection of colored Chips to choose from. If the selected Chip colors (in any order) match a target sequence, the R&D succeeds, granting the weapon the corresponding effects. If the colors do not match any sequence, the R&D fails.
There are 2 types of R&D: Basic R&D and In-Depth R&D. Basic R&D only requires Hunters to choose 3 Chips, whereas In-Depth R&D requires Hunters to choose 4. Basic R&D only yields Intermediate sequences. Advanced sequences can only be obtained from In-Depth R&D. Each weapon can only have 1 sequence, but Hunters can perform R&D repeatedly until the desired target sequence is obtained.
Materials consumed by R&D will not be returned if R&D is interrupted.
