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TNT

You can leave a charge in place until it is destroyed or throw it on a fuse.

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.

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.

ModePlayersZombiesStructuresResources
Placed5006001000100
Thrown80150275100

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.

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.