TNT
You can leave a charge in place until it is destroyed or throw it on a fuse.
Mechanics
Section titled “Mechanics”Triggers
Section titled “Triggers”Use item (left click by default) places TNT without a fuse. Weapon hits each remove 1 health regardless of weapon strength, while an explosion primes it immediately. Once primed, it explodes after 0.4–0.6 seconds.
Secondary use (right click by default) throws TNT forward and pushes you backward. When the fuse expires, it starts the same short delay before exploding. Another explosion can trigger it sooner. You can destroy thrown TNT before its fuse expires to prevent its blast, even if another explosion has already primed it. Once its fuse expires, thrown TNT cannot be destroyed.
Damage
Section titled “Damage”The initial blast deals 90 % of the base damage, with the rest
applied through
Burning over 3 seconds. Each burn reduces
healing to 50 % of its usual amount, and separate burns stack.
Shields do not reduce explosion or Burning damage.
The table shows base damage before distance reduction. Damage falls off with distance from the charge. Walls do not block the blast, and it can hurt you, allies and friendly structures.
| Mode | Players | Structures | Resources | |
|---|---|---|---|---|
| Placed | 500 | 600 | 1000 | 100 |
| Thrown | 80 | 150 | 275 | 100 |
Placement
Section titled “Placement”You need clear space at your hand to place or throw TNT. Resources, gifts and structures can block the attempt. You can hit your own charges without holding Damage own structures. Placed and thrown charges share your building limit.
Holding TNT leaves you at 100 % of normal speed. Move clear of your charges before setting them off.
Unlocking
Section titled “Unlocking”Choose TNT at level 8 for 1 structure point in the pad branch
of the structure trees. It has no prerequisite item. Selecting it
rules out the other pad-branch choices for that life: the
Repair Pad,
the
Health Pad and the
Landmine.