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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

TowerBase cost (gold)Item materialEntity used as tower bodyElemental attunement
Basic Tower10ARROWSKELETONUnattuned
Barricade3OAK_FENCEIRON_GOLEMUnattuned
Sugar Tower20SUGARSHEEPAir
Spyglass Tower20SPYGLASSPHANTOMUnattuned
Beam Generator40BEACONGUARDIANAir
Explosion Factory40TNTCREEPEREarth
Ice Box40SNOWBALLPOLAR_BEARWater
Armor Crusher40SHIELDPIGLIN_BRUTEEarth
Obsidian Quarry20OBSIDIANENDERMANEarth
Gold Mine100GOLD_OREVILLAGERUnattuned
Napalm Dispenser40BLAZE_POWDERBLAZEFire

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.
  • resist wave 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.