WANDERBURGTHE INDEPENDENT FIELD GUIDEFAN-MADE
Module comparisons

Wanderburg Module Tier List and Comparisons

Prioritize the function your run needs, then compare the abilities and the conditions required to use them.

Updated · Independent field guide

Compare the function before the module name

For modules, consistency means that the useful attack or ability fits how you move and fight. A module that solves your current problem may be a better choice for this run than one with a stronger reputation in a different setup.

The module database provides the versioned facts; the recommendations here explain the questions those facts raise.

Automatic offense and active offense are separate axes

Side Ballista moved toward a stronger active ability and a weaker automatic attack in 0.9.9. Side Arm received rarity-based damage improvements for both in 0.9.10. Neither change is enough to compare complete current damage output across equipment.

If your build depends on automatic attacks, do not treat an active-ability buff as an identical gain. If you are comfortable using abilities, check the cooldown rules and your captain’s tradeoff before deciding that the stronger active ability will be available often enough.

Utility and commitment belong in the comparison

Evaluate them by what they let you avoid or control, while keeping target restrictions and missing durations in mind.

Ram asks a different positioning question from a projectile ability: how committed is the vehicle to the attack, and can you leave afterward?

For a player struggling specifically with incoming projectiles, Force Mage is a candidate to inspect because its cancellation behavior addresses that question directly. The favorable case is a threat the action can answer; the limitation is that other damage remains a separate problem. This explains why it may deserve consideration without making it a universal first pick.

For a player comfortable planning an active action, Side Ballista is worth reassessing after its shift toward that action. A player relying mostly on automatic offense should not assume the same benefit. Side Arm has changes to both parts, but that still leaves the need for a matched comparison rather than declaring it the stronger option from the patch wording.

For a player experimenting with Ram, the cost to evaluate is the approach and recovery of the entire castle. That can make it a more demanding experiment when handling is still unfamiliar. This is an editorial assessment of the decisions involved, not a damage tier or a claim that experienced players should always prefer contact attacks.

Situational module priorities

First priority: keep offense usable. Side Arm and Side Ballista are choices to compare through automatic attacks and active abilities; favor the action you can apply consistently during the openings you create.

For projectile pressure, consider Force Mage. Its cancellation action gives you another response to incoming shots, though positioning still matters. For control, consider Electric Mage and watch how the target responds to its stun action.

For a contact-oriented experiment, consider Ram after you are comfortable approaching and leaving a fight. Its practical cost is the commitment of the castle itself. Top Mortar and Fire Mage offer other offensive actions to explore when you want to change how you apply pressure.

Comparison questions

Which module should I consider against projectiles?

Force Mage offers projectile cancellation. Use it as an additional response while preserving room to maneuver.

When should I try Ram?

Try a contact-oriented setup when you are comfortable planning both the approach and the exit of an attack.

In-game view

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

Large enemy fortresses surround a smaller mobile castle amid arrows and explosions.
Fortress battle