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% all stats
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% all stats
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% all stats
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 Affliction inflicted per second
+24% Affliction Effect
Intermediate Sequence 2|3|4
Scepter
+25% Reaping Cooldown Recovery Speed
Intermediate Sequence 3|4|7
Scepter
+30% Reaping Duration
Intermediate Sequence 4|5|6
Scepter
+12% Movement Speed
Intermediate Sequence 1|3|5
Scepter, STR Shield, DEX Shield, INT Shield
+12% Ailment Duration
Intermediate Sequence 5|6|7
Scepter
Max Terra Charge Stacks -1
Max Terra Quantity +1
Intermediate Sequence 3|6|7
Scepter
+8% Blur Effect
Intermediate Sequence 1|4|7
Scepter
-10% All Resistance when the enemy has max Affliction
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% Elemental Resistance
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% Defense from Shield
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 Sealed Mana Compensation
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 Deterioration Damage
10% chance to inflict 1 additional stack(s) of Deterioration
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 Sealed Mana Compensation
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 Deterioration Damage
10% chance to inflict 2 additional stack(s) of Deterioration
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 Sealed Mana Compensation
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 Sealed Mana Compensation
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 Spell Burst
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 Control Spell
Advanced Sequence 2|2|2|4
Wand
+120% Spell Amplification Aura
-20% additional Spell Amplification Sealed Mana Compensation
Advanced Sequence 3|3|6|7
Wand
+35% additional damage
-10% additional Cast Speed
Advanced Sequence 4|4|5|6
Wand
+15% additional Deterioration Damage
10% chance to inflict 1 additional stack(s) of Deterioration
Advanced Sequence 2|5|6|7
Wand
Max Tenacity Blessing Stacks -1
Max Focus Blessing Stacks +1
Max Agility Blessing Stacks +1
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 Spell Burst
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 Control Spell
+25% additional Spell Damage
Advanced Sequence 2|2|2|4
Tin Staff
+200% Spell Amplification Aura
-30% additional Spell Amplification Sealed Mana Compensation
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 Deterioration Damage
10% chance to inflict 2 additional stack(s) of Deterioration
Advanced Sequence 2|5|6|7
Tin Staff
Max Tenacity Blessing Stacks -2
Max Focus Blessing Stacks +2
Max Agility Blessing Stacks +2
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 Ailment the enemy has
Advanced Sequence 3|3|6|7
Scepter
+120% Deep Pain Aura
-20% additional Deep Pain Sealed Mana Compensation
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 Affliction inflicted per second
Advanced Sequence 2|5|6|7
Scepter
Max Tenacity Blessing Stacks +1
Max Focus Blessing Stacks -1
Max Agility Blessing Stacks +1
Advanced Sequence 2|3|5|6
Scepter
+80 initial Growth for Spirit Magi
Advanced Sequence 1|4|6|7
Rod
+ 10 Command per second
Advanced Sequence 1|3|5|7
Rod
Triggers Lv. 10 Entangled Pain Curse and Timid Curse when a Minion deals damage. Cooldown: 1 s
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 Sealed Mana Compensation
Advanced Sequence 3|3|6|7
Rod
Triggers Lv. 20 Dark Gate when moving. Interval: 4 s
Advanced Sequence 2|5|6|7
Rod
When Minions deal damage, inflicts Fire Infiltration. Interval for each enemy: 1 s
When Minions deal damage, inflicts Lightning Infiltration. Interval for each enemy: 1 s
When Minions deal damage, inflicts Cold Infiltration. Interval for each enemy: 1 s
Advanced Sequence 2|3|5|6
Rod
+8% Block Ratio Upper limit
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 crowd control effects
Advanced Sequence 3|3|6|7
STR Shield, DEX Shield, INT Shield
Converts 25% of Physical Damage taken to random Elemental Damage
-25% Defense
Advanced Sequence 4|4|5|6
STR Shield, DEX Shield, INT Shield
+15% Armor Effective Rate for Non-Physical Damage
+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 Charge when Blocking
+40% Energy Shield Charge Speed
Advanced Sequence 2|5|6|7
STR Shield, DEX Shield, INT Shield
TOWER Sequence
The TOWER Sequence system can be used to research sequences for non-Legendary weapons (including shields). Sequences are special affixes that don't replace existing base affixes.
After the TOWER Sequence feature is unlocked as you progress through the main story, you can perform R&D on weapons (including shields) at [ROOT].
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.
Consumed materials will not be returned if R&D is interrupted.
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.