EternalTD Towers
EternalTD has one damage tower, one wall tower, and a family of support towers that modify whatever Basic Tower they sit next to. Every tower in a player's hotbar/inventory is generated from the current source code, so the numbers below match what shows up in the in-game item lore.
Tower Costs and Display Materials
| Tower | Base cost (gold) | Item material | Entity used as tower body | Elemental attunement |
|---|---|---|---|---|
| Basic Tower | 10 | ARROW | SKELETON | Unattuned |
| Barricade | 3 | OAK_FENCE | IRON_GOLEM | Unattuned |
| Sugar Tower | 20 | SUGAR | SHEEP | Air |
| Spyglass Tower | 20 | SPYGLASS | PHANTOM | Unattuned |
| Beam Generator | 40 | BEACON | GUARDIAN | Air |
| Explosion Factory | 40 | TNT | CREEPER | Earth |
| Ice Box | 40 | SNOWBALL | POLAR_BEAR | Water |
| Armor Crusher | 40 | SHIELD | PIGLIN_BRUTE | Earth |
| Obsidian Quarry | 20 | OBSIDIAN | ENDERMAN | Earth |
| Gold Mine | 100 | GOLD_ORE | VILLAGER | Unattuned |
| Napalm Dispenser | 40 | BLAZE_POWDER | BLAZE | Fire |
Tower Pricing Scaling
Tower costs start at the base price and stay there for the first 15 towers in a session. After that the code increases the displayed price using:
cost + 1.2 * floor(totalTowersInSession / 10)
So adding more towers slowly inflates the price of new ones. The upgrade cost for any tower is always 4 × currentCost. Selling a tower returns 75% of its current cost (or full purchase price if you sell within 5 seconds of placing it).
Basic Tower
The only tower that actually deals damage.
- Base damage: 1
- Base range: 10 blocks
- Base attack speed: 2 seconds per shot
- Upgrade doubles the tower's damage on each level and changes its armor tier (leather to iron to gold to diamond to netherite).
- Shoots arrows by default. Behavior changes when paired with support towers.
Barricade
A pure wall tower.
- Cannot be upgraded.
- Cannot block enemies if it leaves no path to the end (pathfinding check happens on placement).
- Provides no combat bonus.
Support Towers
Support towers do not shoot. They modify a Basic Tower in any of the 8 squares adjacent to them. Effects from multiple support towers stack on the same Basic Tower.
Sugar Tower (Attack speed)
- Baseline attack-speed bonus: +10% per Sugar Tower placed next to a Basic Tower.
- Each upgrade adds another +10%.
Spyglass Tower (Range)
- Baseline range bonus: +1.5 blocks.
- Each upgrade adds another +1.5 blocks.
Beam Generator (Transformation: Beam tower)
- Adds a "beam generator count" to the Basic Tower.
- Transforms attack into a beam:
- 0.5 second base attack speed instead of 2 seconds.
- Base damage drops to 1/8 of the tower's damage.
- After a 3-second charge against the same target, the beam reaches its maximum damage multiplier (3×).
- Upgrades add more beam generators, which shorten the warmup time (
60 − 3 × (beamGenerators − 1)ticks). - The beam is purely visual particles, no entity projectiles.
Explosion Factory (Transformation: AOE)
- Baseline AOE radius: 2.0 blocks.
- Each upgrade adds 0.5 blocks of AOE radius.
- Direct-hit damage is not applied to the primary target; instead, every wave entity within the AOE radius takes the tower's processed AOE damage (1/4 of base).
- Other support effects (slow, fire DOT, etc.) propagate through the AOE damage call.
Ice Box (Slow)
- Baseline slow on hit: 5% movement speed reduction.
- Each upgrade adds another 5%.
- Slow lasts 5 seconds per hit.
resistwave entities ignore slow effects entirely.
Armor Crusher
- Baseline armor damage: 20% of the tower's damage.
- Each upgrade adds 10% more.
- Wave entities at wave 10 and above gain armor (
maxHealth / 80), which subtracts from incoming damage until shredded. Armor Crusher chips that armor down faster.
Obsidian Quarry (Critical hits)
- Baseline crit chance: 5%.
- Each upgrade adds another 5%.
- Crits multiply damage by 1.5×.
- Total crit chance is capped at 100%.
Gold Mine (Bounty)
- Baseline currency bonus: +10% on kills made by the attached tower.
- Each upgrade adds another 10%.
Napalm Dispenser (Fire DOT)
- Baseline fire-DOT share: 10% of the tower's damage is dealt as fire damage over time.
- Each upgrade adds another 10%.
- Fire DOT bypasses armor and applies as 3 ticks over 9 seconds.
- The DOT amount is removed from the direct hit damage so total damage stays balanced.
- Total fire-DOT share is capped at 100%.
Tower Upgrade Visuals
Tower armor stand equipment changes with each upgrade level:
- Level 2 — leather armor
- Level 3 — iron armor
- Level 4 — gold armor
- Level 5 — diamond armor
- Level 6 — netherite armor
When FreeMinecraftModels is installed, the model also swaps between named variants per level (stone, gold, diamond, emerald, netherite, redstone).
Bonus Display Tags
When a Basic Tower has at least one support tower attached, EternalTD spawns invisible armor stands above it that show the live effective stats:
Damage,Attack Speed[Spyglass] +X range[Sugar] +X% attack speed[Beam] charge time / 0.5s base attack speed / charged beam damage[Explosion] X explosion range / X explosion damage[Ice] X% slow on attack / 5s slow duration[Crusher] X base damage to shield icon[Gold] +X% gold/kill[Glass] X% crit chance[Napalm] X% true damage fire DOT
Player Tooling
Inside an active session the player gets:
- A guide book (slot 0)
- Basic Tower and Barricade in the lower hotbar (slots 1, 2)
- Upgrade, Sell, and Next Wave tools (slots 6, 7, 8)
- The full support tower roster in the inventory row above (slots 9-20)
Right-clicking with a tower item builds it on the targeted grid square. Right-clicking with the Upgrade or Sell tool acts on the targeted tower square. Right-clicking with the Next Wave tool ends the construction phase early.