WANDERBURGTHE INDEPENDENT FIELD GUIDEFAN-MADE
The fortress archives

Wanderburg Database

Browse equipment, characters, vehicles, and regions. Learn their roles and connect each choice to your next build.

Updated · Independent field guide

21 entries

modules

Front Barracks

An offensive module with an active ability. Hotfix 0.9.9 strengthened that ability and corrected its diminishing-damage upgrades.

modules

Side Ballista

A module whose automatic attack and active ability were adjusted in opposite directions: the automatic attack was weakened, while the active ability was strengthened.

modules

Force Mage

The active ability can cancel incoming projectiles, a behavior added in hotfix 0.9.9.

modules

Electric Mage

The top-mounted Electric Mage has a stun-capable active ability. Hotfix 0.9.10 corrected its ability to stun allied units.

modules

Back Turret

An offensive module affected by an attack-speed balance change. Hotfix 0.9.10 lowered its maximum attack-speed boost.

modules

Side Arm

Both automatic attacks and the active ability received stronger rarity-based damage scaling in hotfix 0.9.10.

modules

Ram

A module with contact-oriented behavior. Hotfix 0.9.8 fixed inconsistent damage after earlier behavior and visual corrections.

modules

Top Mortar

A top-mounted module with a projectile-firing active ability. Its active projectile count was reduced in hotfix 0.9.6.

modules

Fire Mage

A magic module associated with the Firestorm ability. The launch-day hotfix increased Firestorm damage.

captains

PatchyThePirate

A captain with an enemy-cannon damage drawback. Hotfix 0.9.10 reduced that drawback.

captains

Kapitalstus Maximus

A captain with a gold-related tradeoff. Hotfix 0.9.10 reduced the gold penalty.

captains

Huntress

A captain whose extra ability-cooldown time was reduced in hotfix 0.9.10.

captains

Tankbert

A captain with a Nitro-regeneration penalty. Hotfix 0.9.10 made that penalty less severe.

captains

Duelist

A captain whose boosting-related incoming-damage penalty was reduced in hotfix 0.9.10.

artifacts

Electric Arrow

An artifact whose trigger reliability was improved in hotfix 0.9.10.

artifacts

Phoenix Feather

An artifact with an interaction involving Valkyrie, updated in hotfix 0.9.9.

vehicles

Tower

A player vehicle whose driving behavior was revised in hotfix 0.9.9, with faster movement at earlier or base levels.

vehicles

Spider

A player vehicle with faster earlier-level driving after hotfix 0.9.9, alongside reduced speed upgrades.

biomes

Grassland

A region with multiple difficulty variants. Official notes name its second difficulty Meadows and adjust enemies and encounters across Grassland difficulties.

biomes

Dark Forest

A region whose second and third difficulty enemy compositions were changed to fewer, stronger enemies in hotfix 0.9.6.

biomes

Desert

A biome with an overtime phase. Hotfix 0.9.8 revised Desert overtime and strengthened the Overtime Mortar.

Use the archive to answer a specific question

Browse modules, captains, artifacts, vehicles, and biomes to plan your next run. Search by name or narrow the category, then open an entry for its description and related gameplay advice.

Browse by category to find a name, then open its record for the version, known behavior, and related guidance. Search and sorting work across the published entries. An empty numerical field is deliberately hidden; it is not a claim that the value is zero.

The archive is designed for comparison, but comparison has limits. A note that an ability was strengthened establishes a direction of change.

Start with the noun in your question. If you want to understand an attack or an active ability, open Modules. If the issue follows your character selection across equipment choices, inspect Captains. If an additional effect appears to depend on a trigger, check Artifacts. This keeps a search for a particular rule from turning into a comparison between unrelated systems.

Vehicles and Biomes provide the context around equipment. Vehicle records concern a selectable player platform and handling changes.

For example, a search about Side Ballista belongs in Modules even if you think of it as a weapon. Follow the same underlying record from the weapon index. This lets you read the automatic and active changes together without wondering whether two pages describe different objects.

CategoryUse it for
ModulesAutomatic attacks, active abilities, and documented equipment changes
CaptainsCharacter-specific rules and known tradeoffs
ArtifactsConfirmed relic identities and documented interactions
WeaponsFinding offense through the module catalogue without duplicate entries
VehiclesPlayer platforms and versioned handling changes
BiomesRegion names, difficulty context, and overtime distinctions
BossesEncounter preparation and the limits of the confirmed roster

Read unlocks and build links together

Availability and performance are separate. An unlock adds a choice, while the choice’s value depends on the rest of the setup. The progression guide covers the reroll rewards for module and artifact unlock counts.

Related links connect an entry to the player decision it affects: movement penalties to controls, active-versus-automatic changes to build principles, and region difficulty to encounter preparation. Those links are editorial context, not an assertion of a tested synergy.

A useful lookup can proceed in three steps. First, identify the exact record rather than relying on a similar-sounding name. Next, read what the note establishes and which version it concerns. Finally, follow the related guide only if you need help applying the fact. This separates a quick factual lookup from a longer strategy discussion.

Suppose a favorite attack feels different after an update. The record can tell you that one component changed, but the build guide is where you consider whether that component matters to your play. Conversely, if you are deciding what to unlock, an ability change does not supply an obtain method. Use the progression guide for the collection system and the installed game for any requirement absent from the record.

Connections between systems can also expose an incomplete plan. An ability-focused idea needs both the module behavior and the selected captain rule. A movement-sensitive idea needs an understanding of the vehicle as well as the attack. These are checks to make before choosing, not a database claim that every linked object has a special coded interaction.

Get more from each entry

Start with the description and role, then read the effect and recommended use. Think about the action you want to improve: applying damage, controlling a threat, moving into position, or recovering after an attack.

Compare equipment at the same rarity and upgrade stage. An improvement to an active ability matters most when you use that ability regularly; a change to starting movement matters most while learning the vehicle.

Follow Related Guides for practical next steps. Modules connect to build planning, captains to playstyle choices, vehicles to controls, and biomes to progression. Use the update links when a familiar choice feels different after a patch.

In-game view

Official Randwerk promotional screenshots from the press-kit archive. Release visuals may differ.

Four progressively larger wheeled fortresses with different towers and mounted equipment.
Growing fortress designs