TOWER Sequence /111
| Affix Effect | Source | Type |
|---|---|---|
| +8% additional damage for | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol | Intermediate Sequence 1|2|6 |
| +6% Armor DMG Mitigation Penetration | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand | Intermediate Sequence 2|3|4 |
| +8% Fire Penetration | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand | Intermediate Sequence 3|4|7 |
| +8% Cold Penetration | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand | Intermediate Sequence 4|5|6 |
| +8% Lightning Penetration | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand | Intermediate Sequence 1|3|5 |
| +8% Erosion Resistance Penetration | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand | Intermediate Sequence 5|6|7 |
| +8% gear Attack Speed | 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 | Intermediate Sequence 3|6|7 |
| +20% Attack Critical Strike Rating for this gear | 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 | Intermediate Sequence 1|4|7 |
| +10% additional damage on Critical Strike | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol, Wand | Intermediate Sequence 1|2|5 |
| +10% | Claw, Cane, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Pistol | Intermediate Sequence 1|2|3 |
| +16% additional damage for | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow | Intermediate Sequence 1|2|6 |
| +12% Armor DMG Mitigation Penetration | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff | Intermediate Sequence 2|3|4 |
| +16% Fire Penetration | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff | Intermediate Sequence 3|4|7 |
| +16% Cold Penetration | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff | Intermediate Sequence 4|5|6 |
| +16% Lightning Penetration | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff | Intermediate Sequence 1|3|5 |
| +16% Erosion Resistance Penetration | Bow, 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 Strike | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff | Intermediate Sequence 1|2|5 |
| +16% | Bow, Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel, Musket, Fire Cannon, Crossbow, Tin Staff | Intermediate Sequence 1|2|3 |
| +8% additional Spell Damage | Wand | Intermediate Sequence 1|2|6 |
| +16% Cast Speed | Wand | Intermediate Sequence 3|6|7 |
| +55 Spell Critical Strike Rating | Wand | Intermediate Sequence 1|4|7 |
| +8% | Wand, Scepter, Rod, STR Shield, DEX Shield, INT Shield | Intermediate Sequence 1|2|3 |
| +16% additional Spell Damage | Tin Staff | Intermediate Sequence 1|2|6 |
| +32% Cast Speed | Tin Staff | Intermediate Sequence 3|6|7 |
| +110 Spell Critical Strike Rating | Tin Staff | Intermediate Sequence 1|4|7 |
| +8% additional Damage Over Time | Scepter | Intermediate Sequence 1|2|6 |
| +16 +24% | Scepter | Intermediate Sequence 2|3|4 |
| +25% | Scepter | Intermediate Sequence 3|4|7 |
| +30% | Scepter | Intermediate Sequence 4|5|6 |
| +10% Movement Speed | Scepter, STR Shield, DEX Shield, INT Shield | Intermediate Sequence 1|3|5 |
| +12% | Scepter | Intermediate Sequence 5|6|7 |
| Max | Scepter | Intermediate Sequence 3|6|7 |
| +16% | Scepter | Intermediate Sequence 1|4|7 |
| -10% All Resistance when the enemy has max | Scepter | Intermediate Sequence 1|2|5 |
| +8% additional Minion Damage | Rod | Intermediate Sequence 1|2|6 |
| +6% Armor DMG Mitigation Penetration for Minions | Rod | Intermediate Sequence 2|3|4 |
| +8% Minion Fire Penetration | Rod | Intermediate Sequence 3|4|7 |
| +8% Cold Penetration for Minions | Rod | Intermediate Sequence 4|5|6 |
| +8% Lightning Penetration for Minions | Rod | Intermediate Sequence 1|3|5 |
| +8% Erosion Penetration for Minions | Rod | Intermediate Sequence 5|6|7 |
| +16% Minion Attack and Cast Speed | Rod | Intermediate Sequence 3|6|7 |
| +55 Minion Critical Strike Rating | Rod | Intermediate Sequence 1|4|7 |
| +40% Minion Critical Strike Damage | Rod | Intermediate Sequence 1|2|5 |
| +8% | STR Shield, DEX Shield, INT Shield | Intermediate Sequence 1|2|6 |
| +15% Max Life and Max Mana | STR Shield, DEX Shield, INT Shield | Intermediate Sequence 2|3|4 |
| +40% | STR Shield, DEX Shield, INT Shield | Intermediate Sequence 3|4|7 |
| +10% Attack and Spell Block Chance | STR Shield, DEX Shield, INT Shield | Intermediate Sequence 4|5|6 |
| +80% Critical Strike Rating | STR Shield, DEX Shield, INT Shield | Intermediate Sequence 5|6|7 |
| +40% Critical Strike Damage | STR Shield, DEX Shield, INT Shield | Intermediate Sequence 3|6|7 |
| Restores 3% Life on Block. Interval: 0.3s | STR Shield, DEX Shield, INT Shield | Intermediate Sequence 1|4|7 |
| Restores 3% Energy Shield on Block. Interval: 0.3s | STR 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 radius | Claw, 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 Dexterity | Claw, 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 Strength | Claw, 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 Steamroll | Claw, 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 Armor | Claw, One-Handed Hammer, One-Handed Sword, One-Handed Axe, Dagger, Cane, Pistol | Advanced Sequence 3|3|6|7 |
| +120% Fearless Aura -20% additional Fearless | 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 | Claw, 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 radius | Two-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 Dexterity | Two-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 Strength | Two-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 Armor | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel | Advanced Sequence 3|3|6|7 |
| +200% Fearless Aura -30% additional Fearless | Two-Handed Sword, Two-Handed Hammer, Two-Handed Axe, Cudgel | Advanced Sequence 4|4|5|6 |
| +60% additional damage for -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 +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 Projectiles | Cane, Pistol | Advanced Sequence 2|2|2|3 |
| +120% Precise Projectiles Aura effect -20% additional Precise Projectiles | 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 | Bow, Musket, Fire Cannon, Crossbow | Advanced Sequence 4|4|5|6 |
| Main Skill is supported by Lv. 25 +25% additional Projectile Damage | Bow, Musket, Fire Cannon, Crossbow | Advanced Sequence 4|5|5|7 |
| +25% additional Hit Damage for skills cast by | Wand | Advanced Sequence 1|3|5|7 |
| Adds 200 - 220 Cold Damage to Spells when having at least 800 Intelligence | Wand | Advanced Sequence 1|1|1|5 |
| The Main Skill is supported by Lv. 25 | Wand | Advanced Sequence 2|2|2|4 |
| +120% Spell Amplification Aura -20% additional Spell Amplification | 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 Overload | Wand | Advanced Sequence 5|5|6|6 |
| -1 to Max +1 to Max +1 to Max | Wand | Advanced Sequence 2|3|5|6 |
| +50% additional Hit Damage for skills cast by | Tin Staff | Advanced Sequence 1|3|5|7 |
| Adds 420 - 440 Cold Damage to Spells when having at least 800 Intelligence | Tin Staff | Advanced Sequence 1|1|1|5 |
| The Main Skill is supported by Lv. 25 +25% additional Spell Damage | Tin Staff | Advanced Sequence 2|2|2|4 |
| +200% Spell Amplification Aura -30% additional Spell Amplification | 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 +2 to Max +2 to Max | Tin Staff | Advanced Sequence 2|3|5|6 |
| Triggers Lv. 30 Black Hole when moving. Interval: 1.5 s | Scepter | Advanced Sequence 1|1|1|5 |
| Main Skill is supported by Lv. 25 | Scepter | Advanced Sequence 2|2|2|4 |
| Upon inflicting damage, +8% additional Ailment Damage (multiplies) for every type of | Scepter | Advanced Sequence 3|3|6|7 |
| +120% Deep Pain Aura -20% additional Deep Pain | 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 Duration | Scepter | Advanced Sequence 5|5|6|6 |
| +1 to Max -1 to Max +1 to Max | Scepter | Advanced Sequence 2|3|5|6 |
| +80 initial | Rod | Advanced Sequence 1|4|6|7 |
| + 10 | Rod | Advanced Sequence 1|3|5|7 |
| Triggers Lv. 10 Minions can cast 1 additional Curse(s) | Rod | Advanced Sequence 2|2|2|4 |
| The Main Skill is supported by a Lv. 25 Servant Damage | Rod | 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 | Rod | Advanced Sequence 3|3|6|7 |
| Main Skill is supported by Lv. 20 Elemental Duo | Rod | Advanced Sequence 5|5|6|6 |
| When Minions deal damage, inflicts When Minions deal damage, inflicts When Minions deal damage, inflicts | Rod | Advanced Sequence 2|3|5|6 |
| +8% | STR Shield, DEX Shield, INT Shield | Advanced Sequence 1|1|1|5 |
| All Passive Skill slots are supported by Lv. 30 Precise: Restrain | STR Shield, DEX Shield, INT Shield | Advanced Sequence 2|2|2|4 |
| Immune to | STR Shield, DEX Shield, INT Shield | Advanced Sequence 3|3|6|7 |
| Converts 25% of Physical Damage taken to random -25% | STR Shield, DEX Shield, INT Shield | Advanced Sequence 4|4|5|6 |
| +15% +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 +40% Energy Shield | STR Shield, DEX Shield, INT Shield | Advanced Sequence 2|5|6|7 |
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.
