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- Wanderburg Modules Guide: Unlocks, Slots and Upgrades
Wanderburg Modules
Choose Wanderburg modules by slot, unlock Side and Front Barracks, and pick upgrades that improve automatic attacks, active skills and summon damage.
On this page+
On this page
- 01Choose the next module by the problem
- 02Check the slot before accepting the offer
- 03Work toward a particular unlock
- 04Read automatic and active upgrades separately
- 05Side Barracks: damage upgrades and keeping troops engaged
- 06Front Barracks: inspect contact before adding damage
- 07Turn the module choice into a compatible Artifact choice
- 08Sources and review date
Choose a Wanderburg module that fits your vehicle's slot, then upgrade the attack you actually use: automatic attacks for repeated coverage, active abilities for a timed strike, and mobility for a safe exit. For summons, Side Barracks costs 800 Silver to unlock; reaching its in-run upgrade level 10 is the prerequisite for Front Barracks. Electric Mage is a Top option for groups, while Front Force Mage can cancel incoming projectiles with its active.
Choose the next module by the problem
| What ends your encounters? | Module to consider | What to do with it |
|---|---|---|
| Groups remain alive while you move | Top Electric Mage, called Lightning Mage in community entries | Develop the automatic attack's coverage; the 0.9.14 base count is seven targets. |
| Incoming projectiles cut off the approach | Front Force Mage | Use its active when the projectile threat reaches the ability's effective area. |
| You cannot leave after an attack | Back Dash or Front Teleporter | Reserve the active for the exit instead of spending it to enter. |
| You have a usable side-facing attack window | Side Cannon or Side Ballista | Turn the relevant side toward the target and use the active deliberately. |
| You want a forward allied engagement | Front Barracks | Check whether the summon reaches and hits the enemy before adding damage. |
For starting selections and upgrade order, open the Ram, cannon, and mage builds. Module roles below combine published effects with our recommendations for applying them.
Check the slot before accepting the offer
Use this slot map before spending a reroll or planning an unlock. The Front, Side, Top and Back labels describe the mounting position; Captain and Crew are separate selections.
| Slot | Names in the reference | Common decision |
|---|---|---|
| Front | Force Mage, Front Barracks, FrontCannon, Ram, Teleporter | Projectile response, forward engagement, collision, or repositioning. |
| Side | Arms, Cannon, Side Ballista, Side Barracks, Side Flamethrower | A lateral attack or allied support. |
| Top | Archer Tower, Cannon Tower, Fire Mage, Lightning Mage, Top Mortar | Automatic coverage, ranged pressure, fire, or bombardment. |
| Back | Catapult, Companion, Dash, Mine Layer, Turret Layer | Pursuit damage, summons, placed weapons, or escape. |
On a vehicle with one Front position, Ram and Teleporter compete for it. Dash, Companion, and Mine Layer compete for a Back position. Spiderburg has two Top positions and no Side; Tankenburg has two Front positions and no Back. Compare the vehicle slot table before replacing your chassis. The Spiderburg guide also separates Top modules from Crew.
Work toward a particular unlock
Permanent unlocks add modules to your selection pool; levels earned by an equipped module belong to that run. For a level-10 task, keep upgrading the named module during one run, then return to the permanent menu to finish any remaining purchase. The launch-era unlock report lists these routes:
| Wanted option | Published task or direct price | Preparation |
|---|---|---|
| Dash | 600 Silver | Save for a Back escape tool. |
| Side Barracks → Front Barracks | Buy Side Barracks for 800 Silver; reach its upgrade level 10 | Start with Side Barracks on a vehicle with a Side position. |
| Teleporter | Reach Upgrade Level 10 with Dash | Develop Dash while retaining a route for its use. |
| Arms | Reach Upgrade Level 10 with Ram | Make Ram the upgrade focus for the task. |
| Fire Mage | 2,000 Silver | Prepare a Top option, including for Spiderburg. |
| Lightning Mage | Reach Upgrade Level 5 with Mage Crew | Upgrade the Crew, rather than searching for a level-5 Top module task. |
| Side Flamethrower | Reach Upgrade Level 10 with Fire Mage | Check that the intended chassis has a Side position. |
| Companion | Destroy 120 walking enemies | Track the displayed persistent task. |
| Catapult | Consume 300 cows across runs | Count consumption rather than unrelated enemy kills. |
Do not budget from the task alone: some entries describe a prerequisite rather than the full purchase cost. The Silver purchase plan helps with the remaining balance.
Other useful level-10 routes are Side Cannon → Front Cannon and Mine Layer → Turret Layer. For a missing offer, first confirm the permanent unlock: since 0.9.13, locked module options are hidden from the selection screen.
Read automatic and active upgrades separately
When offered an upgrade, identify which attack it changes. A shorter automatic interval helps repeated passive attacks; an active-damage choice requires you to use that active. Concentrate early upgrades on an attack that is already reaching targets.
| What you see in combat | Upgrade to compare first | Why |
|---|---|---|
| Automatic shots connect, but groups keep growing | Automatic damage, interval or target count | Improves the attack already doing the work. |
| One active strike lands cleanly but leaves the target alive | Active damage or its named special effect | Raises the value of that firing window. |
| You have a safe firing window while the ability is still unavailable | Active cooldown | Gives more chances to use the ability. |
| Barracks troops spend the fight chasing | Unit speed before another damage increase | More damage only helps after they reach a target. |
Side Arms' base automatic interval changed from 3.0 to 2.5 seconds in 0.9.13. Side Ballista's automatic attack was nerfed and its active buffed in 0.9.9. These favor different decisions: automatic contribution while driving versus a deliberate firing window.
For Electric Mage, 0.9.14 increases target coverage and improves Roaming Storm reliability. For Overtime, the same patch adjusts enemy stun resistance. Watch the response of the target you are fighting before basing an escape on a stun.
Side Barracks: damage upgrades and keeping troops engaged
Side Barracks automatically recruits troops; its active adds troops and buffs them. Keep a target near the army, let the units close in, then use the active during the engagement. A wide loop around the target gives slow troops time to fight; a long boost across the map can leave them following your castle instead. Players describe a crossed-swords marker with a white line above the enemy their unit has selected.
For ordinary sword-bearing troops, a player answer posted October 12 identifies both melee damage and Side-module damage as relevant upgrades. Check the sword and mounting-position icons on the card when choosing an Artifact. A Side bonus belongs to Side Barracks; it does not become a Front bonus when you also equip Front Barracks. If you choose a branch that changes the troop type, recheck that attack's icons.
Choose unit speed when troops rarely catch the target; choose damage once they stay in contact. Use automatic upgrades for the persistent army and active upgrades for the reinforcement window. These are different jobs, so repeatedly upgrading the active will not necessarily improve the ordinary soldiers you watch between activations. The troop behavior and damage-type advice are community observations, linked below.
Front Barracks: inspect contact before adding damage
If summoned units follow without attacking, distinguish appearance, target acquisition, contact, and registered damage. Trigger once near a reachable enemy, observe any target marker, and keep both the ally and target visible. Use the Front Barracks troubleshooting guide for the result-specific next step.
Official 0.9.7 increases Front Barracks active base damage from 200 to 250; 0.9.9 fixes upgrade scaling and buffs the active again. In 0.9.14, allies are immune to fire, stun, and knockback. When the unit reaches a target but its hit is weak, compare a relevant damage upgrade. When it never reaches the target, work on the approach first.
Turn the module choice into a compatible Artifact choice
After selecting a module, inspect the Artifact's trigger. An arrow effect needs an arrow source; a cannonball ground-impact effect needs that event; a fire-spreading effect needs burning enemies close enough to meet. The Artifacts guide covers those checks and fixed Repair Wrench healing.
A New Module Reroll is useful when none of the offered modules fills your missing role. It uses a separate resource from Artifact Rerolls; Progression explains the permanent-unlock thresholds.
Sources and review date
Reviewed October 19, 2026, against the latest numbered gameplay patch, 0.9.14. This is a researched guide; the upgrade priorities are editorial recommendations rather than a measured DPS ranking.
- Randwerk's official hotfix record: 0.9.9 Force Mage and Barracks changes; 0.9.13 Side Arms and hidden locked options; 0.9.14 Electric Mage and ally immunities.
- Destructoid's September 9 unlock report: module prerequisites and listed purchase prices. Check the permanent menu for any additional price after a task.
- Side Barracks card reference: automatic recruitment and active reinforcement.
- October 11–12 Side Barracks damage question: player explanation of the sword icon, melee and Side damage.
- September 24–29 Barracks targeting discussion: player observations about the target marker, circling and unit speed.
Continue exploring
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