Wanderburg Modules
Read the equipment records and distinguish automatic attacks, active abilities, and utility.
Updated · Independent field guide9 entries
Front Barracks
An offensive module with an active ability. Hotfix 0.9.9 strengthened that ability and corrected its diminishing-damage upgrades.
modulesSide 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.
modulesForce Mage
The active ability can cancel incoming projectiles, a behavior added in hotfix 0.9.9.
modulesElectric Mage
The top-mounted Electric Mage has a stun-capable active ability. Hotfix 0.9.10 corrected its ability to stun allied units.
modulesBack Turret
An offensive module affected by an attack-speed balance change. Hotfix 0.9.10 lowered its maximum attack-speed boost.
modulesSide Arm
Both automatic attacks and the active ability received stronger rarity-based damage scaling in hotfix 0.9.10.
modulesRam
A module with contact-oriented behavior. Hotfix 0.9.8 fixed inconsistent damage after earlier behavior and visual corrections.
modulesTop Mortar
A top-mounted module with a projectile-firing active ability. Its active projectile count was reduced in hotfix 0.9.6.
modulesFire Mage
A magic module associated with the Firestorm ability. The launch-day hotfix increased Firestorm damage.
Modules determine how your castle fights
A module adds equipment to the moving fortress. The official press kit describes weapon attachments and upgrades during a run; release-week notes identify both automatic attacks and active abilities. That distinction is the starting point for choosing equipment, because the two parts of one module can receive different balance changes.
Do not judge an active ability solely by how comfortable the automatic attack feels. Ask what happens when you actually use the ability, whether it solves a problem your existing equipment leaves open, and whether you can use it while keeping the castle in a safe position.
Module roles
These pages group offense, control, and projectile control as descriptive roles. They are navigation labels, not a claim that the game presents exactly those menu categories. Equipment can serve more than one purpose.
Side Ballista and Side Arm illustrate offensive records; Force Mage offers a specifically projectile-cancellation behavior. Electric Mage has a stun-capable active ability. These distinctions are useful even when a current, complete numerical tooltip is unavailable.
Front, side, back, and top appear in several names. Keep those names intact when searching, but do not derive an attachment grid or a firing arc from the name alone. For placement decisions, inspect what the installed game permits and observe the position needed to apply the action.
For practical organization, distinguish an action that removes a threat from an action that interrupts or avoids one. Force Mage and Electric Mage invite different questions: whether the incoming projectile is canceled, or whether the intended target responds to a stun. Those outcomes should be checked separately rather than grouped into an assumed universal shield effect.
Choose a missing function before chasing a bigger number
diagnose the failure first. If enemies remain alive because you cannot stay in a useful position, another damage choice may leave the real problem untouched. If you consistently reach an opening but cannot capitalize on it, offense or active-ability availability may deserve attention.
When the game offers an upgrade, compare it with what you are actually using. A bonus to a rarely used ability can be less helpful to your present run than a smaller improvement to your main action.
A selection example: if the automatic offense is contributing but an important active action is repeatedly unused, adding another timing-dependent choice may increase the work you have to manage. First try using the existing action deliberately. If it still does not address the problem, compare the offered alternatives by function.
Build around complementary roles
Pair your main offensive action with a response to the problem that keeps ending your run. Force Mage offers projectile cancellation, while Electric Mage brings a stun-capable action. Choose the role you need rather than collecting several tools that all answer the same situation.
For active-heavy setups, pay attention to your captain’s cooldown rule. For contact attacks such as Ram, consider vehicle handling and the route out of the engagement. The best combination is one you can use while keeping the fortress under control.
Browse Front Barracks, Side Ballista, Force Mage, Electric Mage, Back Turret, Side Arm, Ram, Top Mortar, and Fire Mage below. Use each entry to explore its role, then visit the build guide to plan how your choices work together.
Category questions
Are all modules weapons?
No independent weapon inventory is assumed here. The weapon page points to offensive module records, while modules can also provide utility such as projectile cancellation.
Can I use a demo damage table?
Only as historical information.
In-game view
Official Randwerk promotional screenshots from the press-kit archive. Release visuals may differ.
