Placables are add-ons to your track that obstruct a mob's progress to your castle. There are a variety of them, and they come in 1x1 to 5x5 in sizes, and each size has 3.
Every track will be updated to have 3 certain spots in it for each size of placable.
Nearly all Placables have 3 ranks. It costs Points to initially unlock one if it isn't free, and then it costs EXP and then coins to unlock it's upgrade while your in the game. If you unlock the upgrades, the upgrades will be unlocked for all of the placables of that type that you place.
An enemy can't be hit twice by a placable.
All placables except ones marked as air only target ground troops.
If a Placable has a Health stat, that means mobs that fall into it will then attempt to destroy it.
The Purple area that may be around some represents the area that the Placable gets triggered by/effects
Giants aren't affected by placables.
Because there are so many, I will use spoilers.
Every track will be updated to have 3 certain spots in it for each size of placable.
Nearly all Placables have 3 ranks. It costs Points to initially unlock one if it isn't free, and then it costs EXP and then coins to unlock it's upgrade while your in the game. If you unlock the upgrades, the upgrades will be unlocked for all of the placables of that type that you place.
An enemy can't be hit twice by a placable.
All placables except ones marked as air only target ground troops.
If a Placable has a Health stat, that means mobs that fall into it will then attempt to destroy it.
The Purple area that may be around some represents the area that the Placable gets triggered by/effects
Giants aren't affected by placables.
Damage: The damage the placable deals.
Rate: The rate the placable hits at.
Uses: The amount of times the tower can be triggered.
Health: The amount of health the tower has.
Slow: How much it slows and how much time there may be of the enemy being slowed.
Stun: The length of time it stuns.
Poison / Bleeding / Frost: The damage per second it deals.
Time: The amount of time something related to the placable lasts for.
Go-back: The amount of blocks the enemy will go back.
Delay: The amount of time the placable waits before something.
Cost: The amount of money it costs.
Spawns (zeus-spawner only): Selects amount of baby zeuses the tower spawns.
Extra: An extra thing for the level.
Holds (capturer only): How many mobs the capturer can hold.
EXP: The amount of exp the upgrade costs.
Rate: The rate the placable hits at.
Uses: The amount of times the tower can be triggered.
Health: The amount of health the tower has.
Slow: How much it slows and how much time there may be of the enemy being slowed.
Stun: The length of time it stuns.
Poison / Bleeding / Frost: The damage per second it deals.
Time: The amount of time something related to the placable lasts for.
Go-back: The amount of blocks the enemy will go back.
Delay: The amount of time the placable waits before something.
Cost: The amount of money it costs.
Spawns (zeus-spawner only): Selects amount of baby zeuses the tower spawns.
Extra: An extra thing for the level.
Holds (capturer only): How many mobs the capturer can hold.
EXP: The amount of exp the upgrade costs.
Damager (Free)
This literally just deals damage to enemies if they enter the radius. It also may stun.
Level I: Damage: 10, Uses: 1, Cost: 25
Level II: Damage: 20, Uses: 2, Cost: 100, Exp: 25
Level III: Damage: 40, Stun: 0.4s, Uses: 3, Cost: 300
Tripper (20 points)
This forces the enemy back and stuns them. It also can deal damage.
Level I: Go-back: 4 blocks, Stun: 0.5s, Uses: 1, Cost: 30
Level II: Go-back: 8 blocks, Stun: 0.75s, Damage: 5, Uses: 2, Cost: 125, Exp: 20
Level III: Go-back: 12 blocks, Stun: 1s, Damage: 12, Uses: 3, Cost: 400
Explosion Stand (35 points)
This placable will explode after a short fuse after an enemy enters it's radius, dealing AOE damage around it. It also may stun.
Level I: Damage: 5, Delay: 0.5s, Uses: 1, Cost: 25
Level II: Damage: 10, Delay: 0.25s, Stun: 0.25s, Uses: 1, Cost: 100, Exp: 25
Level III: Damage: 20, No delay, Stun: 0.5s, Uses: 1, Cost: 400
Air: Hot air mine (Free)
Air: This only effects troops in the air. Similar to the damager, but it's better.
Level I: Damage: 15, Uses: 1, Cost: 30
Level II: Damage: 25, Stun: 0.5s, Uses: 2, Cost: 150, Exp: 30
Level III: Damage: 50, Stun: 1s, Uses: 3, Cost: 500
This literally just deals damage to enemies if they enter the radius. It also may stun.
Level I: Damage: 10, Uses: 1, Cost: 25
Level II: Damage: 20, Uses: 2, Cost: 100, Exp: 25
Level III: Damage: 40, Stun: 0.4s, Uses: 3, Cost: 300
Tripper (20 points)
This forces the enemy back and stuns them. It also can deal damage.
Level I: Go-back: 4 blocks, Stun: 0.5s, Uses: 1, Cost: 30
Level II: Go-back: 8 blocks, Stun: 0.75s, Damage: 5, Uses: 2, Cost: 125, Exp: 20
Level III: Go-back: 12 blocks, Stun: 1s, Damage: 12, Uses: 3, Cost: 400
Explosion Stand (35 points)
This placable will explode after a short fuse after an enemy enters it's radius, dealing AOE damage around it. It also may stun.
Level I: Damage: 5, Delay: 0.5s, Uses: 1, Cost: 25
Level II: Damage: 10, Delay: 0.25s, Stun: 0.25s, Uses: 1, Cost: 100, Exp: 25
Level III: Damage: 20, No delay, Stun: 0.5s, Uses: 1, Cost: 400
Air: Hot air mine (Free)
Air: This only effects troops in the air. Similar to the damager, but it's better.
Level I: Damage: 15, Uses: 1, Cost: 30
Level II: Damage: 25, Stun: 0.5s, Uses: 2, Cost: 150, Exp: 30
Level III: Damage: 50, Stun: 1s, Uses: 3, Cost: 500
Nails (Free)
This deals damage over time while mobs go over this and also slows them while they pass over this. Skeletons and creepers riding things aren't affected by this. The uses on this means how many times mobs can be affected by this. If mob's movement gets depleted by this, they will just go at 0.1 blocks per second.
Level I: Bleeding: 15/s (15 per second), Uses: Unlimited, Slow: Lose 0.5 bps (blocks per second), Cost: 50
Level II: Bleeding: 20/s, Uses: Unlimited, Slow: Lose 0.8 bps, Cost: 300, Exp: 50
Level III: Bleeding: 25/s, Uses: Unlimited, Slow: Lose 1.1 bps, Cost: 750
Poison Grass (50 points)
This puts poison on enemies. It may also slow them.
Level I: Poison: 5/s, Time: 5s, Uses: Unlimited, Cost: 40
Level II: Poison: 6/s, Time: 7s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 250, Exp: 60
Level III: Poison: 8/s, Time: 8s, Slows: Lose 0.3 bps, Uses: Unlimited, Cost: 700
Doors (75 points)
This deals damage and stuns enemies for a long time. It has a lot of uses but is expensive.
Level I: Damage: 8, Stun: 1s, Uses: 2, Cost: 80
Level II: Damage: 15, Stun: 2s, Uses: 4, Cost: 500, Exp: 75
Level III: Damage: 25, Stun: 3s, Uses: 10, Cost: 1000
This deals damage over time while mobs go over this and also slows them while they pass over this. Skeletons and creepers riding things aren't affected by this. The uses on this means how many times mobs can be affected by this. If mob's movement gets depleted by this, they will just go at 0.1 blocks per second.
Level I: Bleeding: 15/s (15 per second), Uses: Unlimited, Slow: Lose 0.5 bps (blocks per second), Cost: 50
Level II: Bleeding: 20/s, Uses: Unlimited, Slow: Lose 0.8 bps, Cost: 300, Exp: 50
Level III: Bleeding: 25/s, Uses: Unlimited, Slow: Lose 1.1 bps, Cost: 750
Poison Grass (50 points)
This puts poison on enemies. It may also slow them.
Level I: Poison: 5/s, Time: 5s, Uses: Unlimited, Cost: 40
Level II: Poison: 6/s, Time: 7s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 250, Exp: 60
Level III: Poison: 8/s, Time: 8s, Slows: Lose 0.3 bps, Uses: Unlimited, Cost: 700
Doors (75 points)
This deals damage and stuns enemies for a long time. It has a lot of uses but is expensive.
Level I: Damage: 8, Stun: 1s, Uses: 2, Cost: 80
Level II: Damage: 15, Stun: 2s, Uses: 4, Cost: 500, Exp: 75
Level III: Damage: 25, Stun: 3s, Uses: 10, Cost: 1000
Pocket Desert (Free)
This damages enemies while they walk over it and applies a permanent, non-stackable slow.
Level I: Bleeding: 10/s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 150
Level II: Bleeding: 16/s, Slow: Lose 0.2 bps, Uses: Unlimited, Cost: 500, Exp: 75
Level III: Bleeding: 25/s, Slow: Lose 0.4 bps, Uses: Unlimited, Cost: 950
Confusing Altar (50 points)
This makes enemies walk back for a certain amount of time using their walkspeed.
Level I: Time: 3s, Uses: 1, Cost: 60
Level II: Time: 5s, Uses: 2, Cost: 350, Exp: 90
Level III: Time: 8s, Uses: 4, Cost: 750
Air: Windy whirler (160 points)
This placable can only hit air troops.
This pushes air troops back. It may also deal damage and slow them.
Level I: Go-back: 4 blocks, Uses: 1, Cost: 40
Level II: Go-back: 8 blocks, Uses: 3, Damage: 8, Cost: 500, Exp: 125
Level III: Go-back: 12 blocks, Slow: Lose 0.4 bps for 3s, Uses: 5, Damage: 15, Cost: 1250
This damages enemies while they walk over it and applies a permanent, non-stackable slow.
Level I: Bleeding: 10/s, Slow: Lose 0.1 bps, Uses: Unlimited, Cost: 150
Level II: Bleeding: 16/s, Slow: Lose 0.2 bps, Uses: Unlimited, Cost: 500, Exp: 75
Level III: Bleeding: 25/s, Slow: Lose 0.4 bps, Uses: Unlimited, Cost: 950
Confusing Altar (50 points)
This makes enemies walk back for a certain amount of time using their walkspeed.
Level I: Time: 3s, Uses: 1, Cost: 60
Level II: Time: 5s, Uses: 2, Cost: 350, Exp: 90
Level III: Time: 8s, Uses: 4, Cost: 750
Small Turrets (200 points)
These are small turrets, basically archers in comparison to the turret tower. The health will increase upon upgrading, not reset.
Level I
Health: 40, Damage: 5, Rate: 1.5s, Cost: 200
Level II
Health: 75, Damage: 8, Rate: 1.15s, Cost: 600, Exp: 100
Level III
Health: 100, Damage: 10, Rate: 0.8s, Cost: 1000
These are small turrets, basically archers in comparison to the turret tower. The health will increase upon upgrading, not reset.
Level I
Health: 40, Damage: 5, Rate: 1.5s, Cost: 200
Level II
Health: 75, Damage: 8, Rate: 1.15s, Cost: 600, Exp: 100
Level III
Health: 100, Damage: 10, Rate: 0.8s, Cost: 1000
This placable can only hit air troops.
This pushes air troops back. It may also deal damage and slow them.
Level I: Go-back: 4 blocks, Uses: 1, Cost: 40
Level II: Go-back: 8 blocks, Uses: 3, Damage: 8, Cost: 500, Exp: 125
Level III: Go-back: 12 blocks, Slow: Lose 0.4 bps for 3s, Uses: 5, Damage: 15, Cost: 1250
Zeus's shrine (250 points)
This placable will spawn a baby zeus that lasts for a certain amount of time once a mob touches it.
Top view:
Middle view:
Level I: Damage: 3, Rate: 1s, Time: 5s, Uses: 1, Spawns: 1, Cost: 100
Level II: Damage: 5, Rate: 0.75s, Time: 8s, Uses: 1, Spawns: 2, Cost: 750, Exp: 250
Level III: Damage: 8, Rate: 0.5s, Time: 10s, Uses: 1, Spawns: 3, Cost: 2000
Debuffer (80 points)
This downs the enemy's level, and, if they're unupgraded, makes them a weaker mob when they run into it. It deals low damage. It may also stun.
Top view:
Last level's teracotta view:
Level I: Damage: 5, Extra: Loses 1 upgrade level, zombie pigmen/creepers/spiders/skeletons/slimes become zombies, witches become skeletons, slimes become creepers, Uses: 1, Cost: 250
Level II: Damage: 8, Extra: Loses 3 upgrade levels, zombie pigmen/creepers/spiders/skeletons become zombies, witches/slimes become spiders, Uses: 2, Cost: 400, Exp: 180
Level III: Damage: 10, Extra: Loses all upgrade levels, nearly all becomes zombies, Stun: 0.6s, Uses: 3, Cost: 900
This placable will spawn a baby zeus that lasts for a certain amount of time once a mob touches it.
Top view:
Middle view:
Level I: Damage: 3, Rate: 1s, Time: 5s, Uses: 1, Spawns: 1, Cost: 100
Level II: Damage: 5, Rate: 0.75s, Time: 8s, Uses: 1, Spawns: 2, Cost: 750, Exp: 250
Level III: Damage: 8, Rate: 0.5s, Time: 10s, Uses: 1, Spawns: 3, Cost: 2000
Debuffer (80 points)
This downs the enemy's level, and, if they're unupgraded, makes them a weaker mob when they run into it. It deals low damage. It may also stun.
Top view:
Last level's teracotta view:
Level I: Damage: 5, Extra: Loses 1 upgrade level, zombie pigmen/creepers/spiders/skeletons/slimes become zombies, witches become skeletons, slimes become creepers, Uses: 1, Cost: 250
Level II: Damage: 8, Extra: Loses 3 upgrade levels, zombie pigmen/creepers/spiders/skeletons become zombies, witches/slimes become spiders, Uses: 2, Cost: 400, Exp: 180
Level III: Damage: 10, Extra: Loses all upgrade levels, nearly all becomes zombies, Stun: 0.6s, Uses: 3, Cost: 900
Capturer (Free)
The capturer holds mobs that fall into it for a certain amount of time. If there are mobs in it, the owner of the placable can select in the placable GUI to releash the arrow barrage, in which tons of arrows are dropped to the mobs, dealing lots of damage. After the arrows are dropped, the mobs are let free.
Overall view:
First two level's inside view:
The last level's inside view:
Level I: Damage: 25, Holds: 3, Time: 10s, Uses: Unlimited, Cost: 250
Level II: Damage: 50, Holds: 5, Time: 20s, Uses: Unlimited, Cost: 800, Exp: 250
Level III: Damage: 75, Holds: 8, Time: 30s, Uses: Unlimited, Cost: 1500
The capturer holds mobs that fall into it for a certain amount of time. If there are mobs in it, the owner of the placable can select in the placable GUI to releash the arrow barrage, in which tons of arrows are dropped to the mobs, dealing lots of damage. After the arrows are dropped, the mobs are let free.
Overall view:
First two level's inside view:
The last level's inside view:
Level I: Damage: 25, Holds: 3, Time: 10s, Uses: Unlimited, Cost: 250
Level II: Damage: 50, Holds: 5, Time: 20s, Uses: Unlimited, Cost: 800, Exp: 250
Level III: Damage: 75, Holds: 8, Time: 30s, Uses: Unlimited, Cost: 1500
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