WWanderburg Wiki

Exact mechanics

Rules and values that affect more than one catalogue record.

Level gates and exact requirements

Progress is multiplied by the current experience factor before it reaches the level bar. Overflow is preserved across level-ups and while a choice screen is already open.

Legendary level requirement
9
New-module choice 1
Level 3
New-module choice 2
Level 12
New-module choice 3
Level 24
Levels 41-999
275 each
LevelProgress requiredChoice
125Module upgrade
235Module upgrade
345New module
460Module upgrade
575Module upgrade
690Module upgrade
7105Module upgrade
8110Module upgrade
9120Module upgrade
10130Module upgrade
11125Module upgrade
12130New module
13135Module upgrade
14140Module upgrade
15145Module upgrade
16150Module upgrade
17155Module upgrade
18160Module upgrade
19165Module upgrade
20170Module upgrade
21175Module upgrade
22180Module upgrade
23185Module upgrade
24190New module
25195Module upgrade
26200Module upgrade
27205Module upgrade
28210Module upgrade
29215Module upgrade
30220Module upgrade
31225Module upgrade
32230Module upgrade
33235Module upgrade
34240Module upgrade
35245Module upgrade
36250Module upgrade
37255Module upgrade
38260Module upgrade
39265Module upgrade
40270Module upgrade

Nitro baseline and recovery cycle

Maximum nitro
100
Consumption rate
10/s
Full-tank boost
10 seconds
Overheat lock
3 seconds
Recovery refill
14.286 in 0.5s
Normal regeneration
5/s
Speed factor
2x

Range settings by size rank

Size rankRange multiplierSpawn range
00.6x120
10.9x120
21.25x120
31.5x120

Formula order and hidden rules

These rules require runtime code as well as serialized values. Order matters, so each calculation is shown explicitly.

Player speed modifier order

final speed = (base speed x every enabled multiplier, in list order) + sum of flat bonuses

  1. Start from the current vehicle's base maximum speed.
  2. Apply every enabled multiplicative speed modifier in list order.
  3. Add all enabled flat speed bonuses after the multipliers.

Flat speed bonuses are not multiplied by the multiplicative modifiers.

Enemy and allied unit speed modifier order

final speed = ((base speed + state bonuses) x every enabled multiplier) + sum of flat bonuses

  1. Start from base speed and add any active state-specific base-speed bonuses.
  2. Apply enabled multiplicative modifiers in list order.
  3. Add flat speed bonuses after the multipliers.
  4. If terrain slowing is allowed and at least one terrain slow is active, halve the result.

The terrain slow is a final 0.5x multiplier.

Nitro drain, regeneration, and overheat recovery

boost drain = 10 per second; normal regeneration = 5 per second x the global regeneration factor

  1. A full 100-point tank supports 10 seconds of uninterrupted boost at the demo baseline.
  2. After the tank crosses below zero, boost stops and recovery locks for 3 seconds.
  3. The recovery refill then reaches 100 / 7, or about 14.286 nitro, over 0.5 seconds.
  4. Normal regeneration resumes after the recovery refill.

Nitro is clamped between zero and the current maximum during normal regeneration.

Active cooldown timing

displayed seconds remaining = active cooldown timer / vehicle cooldown-speed factor

  1. The active timer decreases by delta time x the vehicle cooldown-speed factor.
  2. Firing spends one active charge and resets the timer to the current active cooldown.
  3. Cooldown upgrade values subtract from the current active cooldown.

Active cooldown upgrades cannot reduce the cooldown below 0.5 seconds.

The demo baseline cooldown-speed factor is 1.

Passive cooldown timing

passive timer drain = delta time x global automatic-attack factor x crew-speed factor when the module occupies a crew slot

  1. The passive timer counts down continuously.
  2. When it reaches zero, the passive effect fires and the timer resets to the current passive cooldown.
  3. A passive-cooldown refund sets the remaining timer to 25% of the current passive cooldown.
  4. Cooldown upgrade values subtract from the current passive cooldown.

Passive cooldown upgrades cannot reduce the cooldown below 0.1 seconds.

Module upgrade application

new stat = current stat + the selected level's additive value; cooldowns use current cooldown - the selected level's reduction

  1. Replacement effects, replacement base damage, replacement ammo, and special or legendary flags are applied first when enabled.
  2. The selected level's arrays then add duration, ammo, active flat damage, and passive flat damage.
  3. Active and passive cooldown reductions are subtracted independently and clamped to their separate floors.
  4. The module's general level increases after the upgrade unless the operation is a preview or replacement cleanup.

Each upgrade record shows its exact per-level arrays in the upgrade catalogue.

Projectile damage factors

final projectile damage = base projectile damage x the matching global damage factor

  1. Cannon, arrow, and magic projectiles multiply base damage by their matching global factors.
  2. Melee projectiles multiply base damage by the sum of the global melee factor and melee-speed damage bonus.
  3. A melee hit against a target at full health then applies the full-health melee multiplier.
  4. Mine and fire projectile types keep base projectile damage in this direct-hit calculation.

The demo baseline for every global damage factor in this calculation is 1.

Marked target damage

damage taken while marked = incoming damage x 1.5

  1. The marked multiplier is applied before the hit is removed from current health.

Invulnerable targets and allied targets bypass this standard enemy damage path.

Level progress and overflow

credited progress = collected progress x the global experience factor

  1. Credited progress is added to the current level and checked against that level's requirement.
  2. At the threshold, excess progress is preserved as overflow, the level increases, and the current bar resets.
  3. If a choice menu is already open, new progress is held as overflow until it can be released and checked again.
  4. Levels 3, 12, and 24 open a new-module choice; other level-ups open a module-upgrade choice.

The demo baseline experience factor is 1.

Vehicle tier progression

the run starts at tier 1; successful vehicle upgrades advance the tier up to tier 4

  1. A vehicle-upgrade event advances the current tier while it is below tier 4.
  2. Triggering the next vehicle-upgrade event after tier 4 completes the run as a win.

Vehicle choices and their exact stats remain listed in the vehicle catalogue.

Search the linked catalogue

Names, descriptions, values, and relationships are indexed.