TOWER Sequence /111
Affix Effect Source Type
+8% additional damage for Main-Hand WeaponsClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol
Intermediate Sequence 1|2|6
+6% Armor DMG Mitigation PenetrationClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand
Intermediate Sequence 2|3|4
+8% Fire PenetrationClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand
Intermediate Sequence 3|4|7
+8% Cold PenetrationClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand
Intermediate Sequence 4|5|6
+8% Lightning PenetrationClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand
Intermediate Sequence 1|3|5
+8% Erosion Resistance PenetrationClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand
Intermediate Sequence 5|6|7
+8% gear Attack SpeedClaw, 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
Intermediate Sequence 3|6|7
+20% Attack Critical Strike Rating for this gearClaw, 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
Intermediate Sequence 1|4|7
+10% additional damage on Critical StrikeClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand
Intermediate Sequence 1|2|5
+10% All StatsClaw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol
Intermediate Sequence 1|2|3
+16% additional damage for Main-Hand WeaponsBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow
Intermediate Sequence 1|2|6
+12% Armor DMG Mitigation PenetrationBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff
Intermediate Sequence 2|3|4
+16% Fire PenetrationBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff
Intermediate Sequence 3|4|7
+16% Cold PenetrationBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff
Intermediate Sequence 4|5|6
+16% Lightning PenetrationBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff
Intermediate Sequence 1|3|5
+16% Erosion Resistance PenetrationBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff
Intermediate Sequence 5|6|7
+20% additional damage on Critical StrikeBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff
Intermediate Sequence 1|2|5
+16% All StatsBow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff
Intermediate Sequence 1|2|3
+8% additional Spell DamageWand
Intermediate Sequence 1|2|6
+16% Cast SpeedWand
Intermediate Sequence 3|6|7
+55 Spell Critical Strike RatingWand
Intermediate Sequence 1|4|7
+8% All StatsWand, Scepter, Rod, STR Shield, DEX Shield, INT Shield
Intermediate Sequence 1|2|3
+16% additional Spell DamageTin Staff
Intermediate Sequence 1|2|6
+32% Cast SpeedTin Staff
Intermediate Sequence 3|6|7
+110 Spell Critical Strike RatingTin Staff
Intermediate Sequence 1|4|7
+8% additional Damage Over TimeScepter
Intermediate Sequence 1|2|6
+16 Affliction inflicted per second
+24% Affliction Effect
Scepter
Intermediate Sequence 2|3|4
+25% Reaping Recovery SpeedScepter
Intermediate Sequence 3|4|7
+30% Reaping DurationScepter
Intermediate Sequence 4|5|6
+10% Movement SpeedScepter, STR Shield, DEX Shield, INT Shield
Intermediate Sequence 1|3|5
+12% Ailment DurationScepter
Intermediate Sequence 5|6|7
Max Terra Charge Stacks +1Scepter
Intermediate Sequence 3|6|7
+16% Blur EffectScepter
Intermediate Sequence 1|4|7
-10% All Resistance when the enemy has max AfflictionScepter
Intermediate Sequence 1|2|5
+8% additional Minion DamageRod
Intermediate Sequence 1|2|6
+6% Armor DMG Mitigation Penetration for MinionsRod
Intermediate Sequence 2|3|4
+8% Minion Fire PenetrationRod
Intermediate Sequence 3|4|7
+8% Cold Penetration for MinionsRod
Intermediate Sequence 4|5|6
+8% Lightning Penetration for MinionsRod
Intermediate Sequence 1|3|5
+8% Erosion Penetration for MinionsRod
Intermediate Sequence 5|6|7
+16% Minion Attack and Cast SpeedRod
Intermediate Sequence 3|6|7
+55 Minion Critical Strike RatingRod
Intermediate Sequence 1|4|7
+40% Minion Critical Strike DamageRod
Intermediate Sequence 1|2|5
+8% Elemental ResistanceSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 1|2|6
+15% Max Life and Max ManaSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 2|3|4
+40% Defense from ShieldSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 3|4|7
+10% Attack and Spell Block ChanceSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 4|5|6
+80% Critical Strike RatingSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 5|6|7
+40% Critical Strike DamageSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 3|6|7
Restores 3% Life on Block. Interval: 0.3sSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 1|4|7
Restores 3% Energy Shield on Block. Interval: 0.3sSTR Shield, DEX Shield, INT Shield
Intermediate Sequence 1|2|5
Enemies have a 15% chance to explode when defeated by an Attack or Spell, dealing True Damage equal to 250% of their Max Life to enemies within a 6 m radiusClaw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol, Wand, Scepter
Advanced Sequence 1|4|5|7
Adds 1 - 3 Lightning Damage to Attacks per 10 DexterityClaw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol
Advanced Sequence 1|1|1|5
Adds 2 - 2 Fire Damage to Attacks per 10 StrengthClaw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol
Advanced Sequence 6|6|6|7
Main Skill is supported by Lv. 25 SteamrollClaw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger
Advanced Sequence 2|2|2|3
Adds 1 - 1 Physical Damage to Attacks per 2260 ArmorClaw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol
Advanced Sequence 3|3|6|7
+120% Fearless Aura
-20% additional Fearless Sealed Mana Compensation
Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger
Advanced Sequence 4|4|5|6
+80% Gear Physical Damage
-20% Attack Critical Strike Rating for this gear
Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol
Advanced Sequence 1|3|5|7
Main Skill is supported by Lv. 20 Attack FocusClaw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol
Advanced Sequence 4|5|5|7
+25% Gear Elemental Damage
-25% Gear Physical Damage
Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol
Advanced Sequence 1|2|3|4
Enemies have a 30% chance to explode when defeated by an Attack or Spell, dealing True Damage equal to 250% of their Max Life to enemies within a 6 m radiusTwo-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow, Tin Staff
Advanced Sequence 1|4|5|7
Adds 1 - 7 Lightning Damage to Attacks per 10 DexterityTwo-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 1|1|1|5
Adds 3 - 5 Fire Damage to Attacks per 10 StrengthTwo-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 6|6|6|7
Main Skill is supported by Lv. 25 Steamroll
+25% additional Melee Damage
Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel
Advanced Sequence 2|2|2|3
Adds 2 - 2 Physical Damage to Attacks per 2260 ArmorTwo-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel
Advanced Sequence 3|3|6|7
+200% Fearless Aura
-30% additional Fearless Sealed Mana Compensation
Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel
Advanced Sequence 4|4|5|6
+60% additional damage for Main-Hand Weapons
-20% Attack Critical Strike Rating for this gear
Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 1|3|5|7
Main Skill is supported by Lv. 25 Attack Focus
+25% additional Melee Damage
Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel
Advanced Sequence 4|5|5|7
+50% Gear Elemental Damage
-25% Gear Physical Damage
Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 1|2|3|4
Main Skill is supported by Lv. 25 Multiple ProjectilesCane, Pistol
Advanced Sequence 2|2|2|3
+120% Precise Projectiles Aura effect
-20% additional Precise Projectiles Sealed Mana Compensation
Cane, Pistol
Advanced Sequence 4|4|5|6
Main Skill is supported by Lv. 25 Multiple Projectiles
+25% additional Projectile Damage
Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 2|2|2|3
After reaching their max range, Projectiles will return and travel an additional 0% of that distance, hitting the enemies on their path again
-20% additional Projectile Damage
Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 3|3|6|7
+200% Precise Projectiles Aura effect
-30% additional Precise Projectiles Sealed Mana Compensation
Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 4|4|5|6
Main Skill is supported by Lv. 25 Attack Focus
+25% additional Projectile Damage
Bow, Musket, Fire Cannon, Crossbow
Advanced Sequence 4|5|5|7
+25% additional Hit Damage for skills cast by Spell BurstWand
Advanced Sequence 1|3|5|7
Adds 200 - 220 Cold Damage to Spells when having at least 800 IntelligenceWand
Advanced Sequence 1|1|1|5
The Main Skill is supported by Lv. 25 Control SpellWand
Advanced Sequence 2|2|2|4
+120% Spell Amplification Aura
-20% additional Spell Amplification Sealed Mana Compensation
Wand
Advanced Sequence 3|3|6|7
+35% additional damage
-10% additional Cast Speed
Wand
Advanced Sequence 4|4|5|6
Main Skill is supported by Lv. 20 OverloadWand
Advanced Sequence 5|5|6|6
-1 to Max Tenacity Blessing Stacks
+1 to Max Focus Blessing Stacks
+1 to Max Agility Blessing Stacks
Wand
Advanced Sequence 2|3|5|6
+50% additional Hit Damage for skills cast by Spell BurstTin Staff
Advanced Sequence 1|3|5|7
Adds 420 - 440 Cold Damage to Spells when having at least 800 IntelligenceTin Staff
Advanced Sequence 1|1|1|5
The Main Skill is supported by Lv. 25 Control Spell
+25% additional Spell Damage
Tin Staff
Advanced Sequence 2|2|2|4
+200% Spell Amplification Aura
-30% additional Spell Amplification Sealed Mana Compensation
Tin Staff
Advanced Sequence 3|3|6|7
+70% additional damage
-10% additional Cast Speed
Tin Staff
Advanced Sequence 4|4|5|6
Main Skill is supported by Lv. 25 Spell Concentration
+25% additional Spell Damage
Tin Staff
Advanced Sequence 5|5|6|6
-2 to Max Tenacity Blessing Stacks
+2 to Max Focus Blessing Stacks
+2 to Max Agility Blessing Stacks
Tin Staff
Advanced Sequence 2|3|5|6
Triggers Lv. 30 Black Hole when moving. Interval: 1.5 sScepter
Advanced Sequence 1|1|1|5
Main Skill is supported by Lv. 25 CataclysmScepter
Advanced Sequence 2|2|2|4
Upon inflicting damage, +8% additional Ailment Damage (multiplies) for every type of Ailment the enemy hasScepter
Advanced Sequence 3|3|6|7
+120% Deep Pain Aura
-20% additional Deep Pain Sealed Mana Compensation
Scepter
Advanced Sequence 4|4|5|6
+20% 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
Scepter
Advanced Sequence 1|3|5|7
Main Skill is supported by Lv. 20 Shortened DurationScepter
Advanced Sequence 5|5|6|6
+1 to Max Tenacity Blessing Stacks
-1 to Max Focus Blessing Stacks
+1 to Max Agility Blessing Stacks
Scepter
Advanced Sequence 2|3|5|6
+80 initial Growth for Spirit MagiRod
Advanced Sequence 1|4|6|7
+ 10 Command per secondRod
Advanced Sequence 1|3|5|7
Triggers Lv. 10 Entangled Pain Curse and Timid Curse when a Minion deals damage. Cooldown: 1 s
Minions can cast 1 additional Curse(s)
Rod
Advanced Sequence 2|2|2|4
The Main Skill is supported by a Lv. 25 Servant DamageRod
Advanced Sequence 1|1|1|5
-80 Minion Critical Strike Rating
+200% Minion Critical Strike Damage
Rod
Advanced Sequence 4|4|5|6
+120% Radical Order Aura Effect
-20% additional Radical Order Sealed Mana Compensation
Rod
Advanced Sequence 3|3|6|7
Main Skill is supported by Lv. 20 Elemental DuoRod
Advanced Sequence 5|5|6|6
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
Rod
Advanced Sequence 2|3|5|6
+8% Block Ratio Upper limitSTR Shield, DEX Shield, INT Shield
Advanced Sequence 1|1|1|5
All Passive Skill slots are supported by Lv. 30 Precise: RestrainSTR Shield, DEX Shield, INT Shield
Advanced Sequence 2|2|2|4
Immune to crowd control effectsSTR Shield, DEX Shield, INT Shield
Advanced Sequence 3|3|6|7
Converts 25% of Physical Damage taken to random Elemental Damage
-25% Defense
STR Shield, DEX Shield, INT Shield
Advanced Sequence 4|4|5|6
+15% Armor Effective Rate for Non-Physical Damage
+2400 Gear Armor
STR Shield, DEX Shield, INT Shield
Advanced Sequence 1|4|6|7
Spell Damage will not additionally reduce Evasion by default
+1680 gear Evasion
STR Shield, DEX Shield, INT Shield
Advanced Sequence 1|3|5|7
Energy Shield starts to Charge when Blocking
+40% Energy Shield Charge Speed
STR Shield, DEX Shield, INT Shield
Advanced Sequence 2|5|6|7
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.