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Lanterns

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Play Lanternfall

Twelve lanterns, each with three upgrade paths, three ascension types and up to two merges.

Contents

At a glance

Lantern Role Cost Damage Rate Range Special How to get it
Spark Damage 30 6 2.2 2.3 Unlocked from the start
Cinder Area 55 13 0.75 2.1 splash 0.95 Unlocked from the start
Frost Control 45 3 1.2 2 slows 40% Lanterns page, 8 embers
Lance Damage 50 11 0.9 2.7 pierces 4 Lanterns page, 12 embers
Venom Control 50 2 1 2.2 poison 7/s Lanterns page, 15 embers
Sapling Support 60 – – – passive Lanterns page, 20 embers
Bolt Area 80 16 0.7 2.6 chains 3 Lanterns page, 25 embers
Beacon Support 70 – – – passive Lanterns page, 30 embers
Comet Area 110 75 0.28 4.2 splash 0.7 Lanterns page, 40 embers
Moonwell Damage 70 10 1 2.4 beam heats up Season 1 Pass (or the Shop for 200 moonstones)
Hollow Bell Control 90 12 0.55 1.9 freezes 0.5s Season 1 Pass (or the Shop for 300 moonstones)
Eclipse Damage 150 40 0.3 5 +6% max HP Season 1 Pass (or the Shop for 450 moonstones)

Damage is per hit, fire rate is shots per second and range is in tiles. These are base numbers before upgrades, mastery, boons and camp upgrades.

How upgrades work

  • Every lantern has three paths of five tiers. A lantern can only use two of its three paths: once two have upgrades, the third is locked. Max both to ascend. Each ascension is linked to a path (the first ascension to path 1, and so on), so the paths you pick decide which ascensions you can choose. Each ascension type can be on the board once at a time. The third path unlocks at mastery 40.
  • Every tier also gives a core boost on top of its listed effect: about +17% damage and +0.05 range.
  • Damage and fire-rate boosts from tiers are softened a little as they stack, and extra targets from multi-shot upgrades deal half damage.
  • Tier prices are a multiple of the lantern's build cost: ×1.3, ×1.95, ×3, ×4.7 and ×7.4 for tiers 1 to 5, and then 15% more on top of that. Camp upgrades like Thrift and Appraiser lower them.
  • Ascending needs both paths at tier 5 and costs 6× the build cost. You pick one of the lantern's ascension types: the first unlocks at mastery 30, the second at 50 and the third at 70.
  • Merging two ascended lanterns of the same type and level makes Ascended II, then Ascended III. Each merge gives ×1.75 damage, ×1.2 fire rate and ×1.12 range.
  • Selling refunds 60% of everything spent on the lantern.

Mastery

Every lantern has a permanent mastery level from 1 to 100. It goes up at the end of each run: 1 point per foe the lantern snuffed and 3 points per wave cleared for every lantern type you built (Studious adds more). Each level needs a little more than the last (12 + 3 × level points, about 16,000 for all 100 levels).

Mastery Unlocks
1 Path 1, tiers 1–3
10 Path 2
20 Tier 4
30 Tier 5 and ascension
50 2nd ascension type
70 3rd ascension type
100 Radiant look
100 Mastery prestige

Each mastery level also adds +0.5% damage, and every 10 levels add +2% fire rate. Check a lantern's mastery road on the Lanterns page.

Mastery prestige. At mastery 100, prestige a lantern from its Mastery tab. It goes back to mastery 1 and gains a permanent +2% boost (damage, Sapling boost or Beacon boost), up to 10 times for +20%. Everything its mastery unlocked (path 2, tiers 4 and 5, every ascension and the Radiant look) stays unlocked, and account prestige never resets it.

Spark

Fast darts, one target.

Role: Damage · Cost: 30 gold · Get it: Unlocked from the start

Damage 6 · Fire rate 2.2/s · Range 2.3 tiles

  • How it works: Fires fast darts at the foe furthest along the trail. Cheap, quick to build and good at picking off small, fast foes.
  • Strong against: Swarms, wisps, bats and anything fast and fragile.
  • Weak against: Heavy armor: every dart loses damage to it.
  • Tip: Great as your first lantern. Pair it with an armor breaker or Venom once beetles show up.

Path 1: Sharpshooter

Tier Upgrade Effect Cost Mastery
1 Honed tips +20% damage. 45 1
2 Keen aim 8% chance to crit for 3× damage. 67 1
3 Armor piercer Ignores 3 armor. 103 1
4 Deadeye +0.5 range and +8% crit chance. 162 20
5 Marksman +35% damage. Crits hit for 3.5×. 255 30

Path 2: Rapid fire

Tier Upgrade Effect Cost Mastery
1 Quick hands +15% fire rate. 45 10
2 Light darts +15% fire rate. 67 10
3 Twin darts Fires at 2 foes at once. 103 10
4 Hair trigger +20% fire rate. 162 20
5 Spark swarm Fires at 3 foes at once. +15% fire rate. 255 30

Ascensions (180 gold)

Mastery Ascension
30 Overcharge: Every 5th dart hits for 4× damage.
50 Static field: Darts mark foes: they take 20% more damage from every lantern for 2 seconds.
70 Starburst: Every dart bursts, hitting foes within 0.7 tiles for 60% damage.

Cinder

Embers that burst on impact.

Role: Area · Cost: 55 gold · Get it: Unlocked from the start

Damage 13 · Fire rate 0.75/s · Range 2.1 tiles · Splash 0.95 tiles

  • How it works: Lobs embers that burst on impact and hurt every foe in the blast.
  • Strong against: Tight clumps of foes, broods and splitting foes.
  • Weak against: Lone, fast foes that slip between bursts.
  • Tip: Place it where the trail bends back on itself so its bursts land on two lanes at once.

Path 1: Inferno

Tier Upgrade Effect Cost Mastery
1 Hotter coals +20% damage. 82 1
2 Embers Bursts burn foes for 2 seconds. 123 1
3 Napalm Burns deal 80% more. 190 1
4 Firestorm Bursts are 25% wider. 297 20
5 Hellfire +50% damage and stronger burns. 468 30

Path 2: Bombardier

Tier Upgrade Effect Cost Mastery
1 Bigger shells Bursts are 15% wider. 82 10
2 Quick fuse +15% fire rate. 123 10
3 Concussion Bursts stun regular foes for 0.2 seconds. 190 10
4 Long fuse +0.6 range. 297 20
5 Carpet bomb Fires at 2 foes at once. 468 30

Ascensions (330 gold)

Mastery Ascension
30 Wildfire: Bursts set foes ablaze, burning them for 3 seconds.
50 Scorched earth: Bursts leave fire on the trail for 3 seconds.
70 Meltdown: Bursts mark foes: they take 25% more damage from every lantern.

Frost

Chills and slows foes.

Role: Control · Cost: 45 gold · Get it: Lanterns page, 8 embers

Damage 3 · Fire rate 1.2/s · Range 2 tiles · Slow 40% for 1.5s

  • How it works: Chills foes so they move slower for a short time. Its damage is low.
  • Strong against: Making every other lantern hit more often. Fast foes and bosses.
  • Weak against: Foes that ignore slows, like Ice skaters and Ghosts.
  • Tip: Put it at the start of your best kill zone, not at the end.

Path 1: Deep freeze

Tier Upgrade Effect Cost Mastery
1 Colder Slows 8% more. 67 1
2 Lingering chill Slows last 40% longer. 101 1
3 Brittle Chilled foes take 15% more damage. 155 1
4 Permafrost Slows 10% more. 243 20
5 Absolute zero Freezes regular foes solid for 0.4 seconds. 383 30

Path 2: Blizzard

Tier Upgrade Effect Cost Mastery
1 Wide reach +0.4 range. 67 10
2 Ice shards +60% damage. 101 10
3 Frost nova Shots splash 0.8 tiles, chilling everything nearby. 155 10
4 Quick freeze +25% fire rate. 243 20
5 Hailstorm Fires at 3 foes at once. 383 30

Ascensions (270 gold)

Mastery Ascension
30 Shatter: Slowed foes take 30% more damage from every lantern.
50 Glacier: Every shot leaves an icy patch that slows foes 50% for 3 seconds.
70 Winter’s heart: Lanterns within 1 tile fire 20% faster.

Lance

Spears pierce a line of foes.

Role: Damage · Cost: 50 gold · Get it: Lanterns page, 12 embers

Damage 11 · Fire rate 0.9/s · Range 2.7 tiles · Pierces 4 foes

  • How it works: Throws spears that pierce through a line of foes.
  • Strong against: Long straight stretches packed with foes.
  • Weak against: Corners and lone targets.
  • Tip: Line it up with a straight run of trail so every spear passes through as many foes as possible.

Path 1: Impaler

Tier Upgrade Effect Cost Mastery
1 Barbed tips +20% damage. 75 1
2 Long spear Pierces 2 more foes. 112 1
3 Armor breaker Ignores 4 armor. 172 1
4 Heavy shaft +35% damage. 270 20
5 Executioner Instantly finishes regular foes below 10% health. 425 30

Path 2: Volley

Tier Upgrade Effect Cost Mastery
1 Quick throw +15% fire rate. 75 10
2 Reach +0.5 range. 112 10
3 Twin spears Throws at 2 foes at once. 172 10
4 Rapid volley +20% fire rate. 270 20
5 Spear rain Throws at 3 foes at once. 425 30

Ascensions (300 gold)

Mastery Ascension
30 Skewer: Spears pierce every foe in their path.
50 Bloodline: Spears mark foes: they take 20% more damage from every lantern.
70 War drums: Fires up to 60% faster the longer it keeps attacking.

Venom

Poison that ignores armor.

Role: Control · Cost: 50 gold · Get it: Lanterns page, 15 embers

Damage 2 · Fire rate 1/s · Range 2.2 tiles · Poison 7/s

  • How it works: Poisons foes. Poison ticks over time and ignores armor completely.
  • Strong against: Armored foes and bosses with lots of health.
  • Weak against: Foes that shrug off poison, like the Prism and Rime wraith.
  • Tip: Mix it with fast hitters: Venom softens tough foes while the others finish them.

Path 1: Toxin

Tier Upgrade Effect Cost Mastery
1 Stronger poison +30% poison. 75 1
2 Lingering toxin Poison lasts 50% longer. 112 1
3 Corrosion Poisoned foes take 15% more damage. 172 1
4 Lethal dose +50% poison. 270 20
5 Neurotoxin Poison also slows foes 30%. 425 30

Path 2: Spitter

Tier Upgrade Effect Cost Mastery
1 Quick spit +15% fire rate. 75 10
2 Glob Shots splash 0.6 tiles. 112 10
3 Acid pool Shots leave a pool that hurts foes for 2 seconds. 172 10
4 Long range +0.5 range. 270 20
5 Twin glands Spits at 2 foes at once. 425 30

Ascensions (300 gold)

Mastery Ascension
30 Plague: Poisoned foes pass their poison on when they die.
50 Blight: Deals double damage to bosses, poison included.
70 Miasma: Every shot leaves a wide toxic cloud for 3 seconds.

Sapling

Grows stronger every wave and boosts nearby lanterns.

Role: Support · Cost: 60 gold · Get it: Lanterns page, 20 embers

Passive: doesn't attack. It replaces the old Mint, and every Mint skin carried over to it.

  • How it works: Starts small and grows one stage every wave it stands on the board, up to stage 20. Each stage gives lanterns within 1 tile more damage and fire rate.
  • Strong against: Long runs, where it becomes one of the strongest boosts.
  • Weak against: It adds no damage on its own and starts weak.
  • Tip: Build it early. It only grows while it is on the board.

Roots: grows faster and can grow higher. Bloom: each stage gives more damage and fire rate. Canopy: starts with stages already grown, adds range to nearby lanterns, and reaches 1 tile farther.

Ascensions: Evergreen (grows twice as fast, 10 stages higher), Wild seed (nearby lanterns gain crit chance per stage), World tree (reaches farther, grows higher, more damage per stage).

Bolt

Lightning leaps between foes.

Role: Area · Cost: 80 gold · Get it: Lanterns page, 25 embers

Damage 16 · Fire rate 0.7/s · Range 2.6 tiles · Chains to 3 foes

  • How it works: Strikes one foe with lightning that leaps to several more nearby.
  • Strong against: Packed groups and swarms of small foes.
  • Weak against: Single targets, since the leaps are wasted.
  • Tip: Its chain grows with upgrades and Conductor at camp.

Path 1: Overload

Tier Upgrade Effect Cost Mastery
1 Higher voltage +20% damage. 120 1
2 Longer arcs Chains to 1 more foe. 179 1
3 Superconductor Chain hits lose almost no damage. 276 1
4 Arc reach Chains to 1 more foe. +0.3 range. 432 20
5 Thunder +50% damage. 681 30

Path 2: Tesla

Tier Upgrade Effect Cost Mastery
1 Capacitor +15% fire rate. 120 10
2 Static shock Stuns regular foes for 0.15 seconds. 179 10
3 Supercharge +20% fire rate. 276 10
4 Forked bolt Strikes 2 foes at once. 432 20
5 Tempest Stuns for 0.3 seconds. +15% fire rate. 681 30

Ascensions (480 gold)

Mastery Ascension
30 Storm: Chains to 3 more foes and stuns each one briefly.
50 Ball lightning: Strikes mark foes: they take 20% more damage from every lantern.
70 Thunderhead: Deals double damage to bosses.

Beacon

Boosts the 8 tiles around it.

Role: Support · Cost: 70 gold · Get it: Lanterns page, 30 embers

Passive: doesn't attack.

  • How it works: Does not attack. It boosts the damage and fire rate of every lantern in the 8 tiles around it.
  • Strong against: Surrounded by your strongest lanterns.
  • Weak against: Sitting on its own.
  • Tip: Plan a 3×3 block and put the Beacon in the middle.

Path 1: Brilliance

Tier Upgrade Effect Cost Mastery
1 Polished lens Boost +5% damage. 105 1
2 Brighter flame Boost +5% damage. 157 1
3 Far light Reaches lanterns 2 tiles away. 241 1
4 Radiance Boost +8% damage. 378 20
5 Blaze Boost +12% damage. 596 30

Path 2: Signal

Tier Upgrade Effect Cost Mastery
1 Quickening Boosted lanterns fire 5% faster. 105 10
2 Drumbeat Boosted lanterns fire 5% faster. 157 10
3 Focus lens Boosted lanterns get +0.3 range. 241 10
4 Rally Boosted lanterns fire 8% faster. 378 20
5 Eagle eye Boosted lanterns crit 10% of the time for 3×. 596 30

Ascensions (420 gold)

Mastery Ascension
30 Lighthouse: Boosts every lantern within 2 tiles.
50 Sun shrine: Boost +25% more damage.
70 Starlight: Boosted lanterns mark what they hit: +15% damage taken.

Comet

Slow, huge, long-range impacts.

Role: Area · Cost: 110 gold · Get it: Lanterns page, 40 embers

Damage 75 · Fire rate 0.28/s · Range 4.2 tiles · Splash 0.7 tiles

  • How it works: Fires slow, huge impacts from very long range.
  • Strong against: Bosses, big groups and covering lots of trail at once.
  • Weak against: Fast foes, which can dodge its slow shots.
  • Tip: Its range lets it sit far from the trail, so save the close tiles for short-range lanterns.

Path 1: Cataclysm

Tier Upgrade Effect Cost Mastery
1 Denser core +20% damage. 164 1
2 Shockwave Bursts are 20% wider. 247 1
3 Crater Impacts leave burning ground for 3 seconds. 379 1
4 Heavy core +40% damage. 595 20
5 Extinction Impacts stun regular foes for 0.5 seconds. 936 30

Path 2: Meteor shower

Tier Upgrade Effect Cost Mastery
1 Orbit +15% fire rate. 164 10
2 Far sight +0.6 range. 247 10
3 Split comet Drops on 2 foes at once. 379 10
4 Swift orbit +20% fire rate. 595 20
5 Shower Drops on 3 foes at once. 936 30

Ascensions (660 gold)

Mastery Ascension
30 Impact: Bursts are 60% wider and stun what they hit.
50 Black hole: Impacts leave a rift that slows foes 60% for 2 seconds.
70 Supernova: Instantly finishes regular foes below 15% health.

Moonwell

A beam that burns hotter the longer it holds one foe. Ignores armor. A shard of the hollow moon, caught in a well of still water.

Role: Damage · Cost: 70 gold · Get it: Season 1 Pass (or the Shop for 200 moonstones)

Damage 10 · Fire rate 1/s · Range 2.4 tiles

  • How it works: Locks a beam onto one foe. The longer it holds the same foe, the hotter it burns. Ignores armor.
  • Strong against: Bosses and tanky foes that stay in range.
  • Weak against: Swarms, since the beam resets on each new foe.
  • Tip: Place it where foes stay in range longest, like the inside of a U-bend.

Path 1: Lunar

Tier Upgrade Effect Cost Mastery
1 Silver light +20% damage. 105 1
2 Quick heat Heats up 40% faster. 157 1
3 Moonburn The beam burns its target. 241 1
4 Hotter core Heat climbs one step higher. 378 20
5 Blue moon +50% damage. 596 30

Path 2: Tides

Tier Upgrade Effect Cost Mastery
1 Wide well +0.4 range. 105 10
2 Undertow The beam slows its target 20%. 157 10
3 Twin beam Beams 2 foes at once. 241 10
4 High tide +0.4 range. 378 20
5 Spring tide Keeps its heat when it switches targets. 596 30

Ascensions (420 gold)

Mastery Ascension
30 Full moon: Heat builds twice as fast, up to 6× damage.
50 Moonmark: The beam marks its target: +25% damage from every lantern.
70 Crescent: Deals double damage to bosses.

Hollow Bell

Tolls to hit every foe nearby and freeze them in place. The bell from the moon’s empty heart. When it tolls, the swarm forgets how to move.

Role: Control · Cost: 90 gold · Get it: Season 1 Pass (or the Shop for 300 moonstones)

Damage 12 · Fire rate 0.55/s · Range 1.9 tiles · Freeze 0.5s

  • How it works: Tolls to hit every foe nearby at once and freeze them in place for a moment.
  • Strong against: Clumps of foes and buying time for your damage lanterns.
  • Weak against: Bosses, which are only frozen briefly.
  • Tip: Ring it next to your heavy hitters so frozen foes sit in their fire.

Path 1: Toll

Tier Upgrade Effect Cost Mastery
1 Heavier clapper +20% damage. 135 1
2 Resonance +0.3 range. 202 1
3 Deafening Tolled foes take 15% more damage. 310 1
4 Bronze bell +40% damage. 486 20
5 Cathedral +0.4 range. 766 30

Path 2: Chime

Tier Upgrade Effect Cost Mastery
1 Long ring Freezes last 25% longer. 135 10
2 Quick toll +20% fire rate. 202 10
3 Echo +25% fire rate. 310 10
4 Deep ring Freezes last 30% longer. 486 20
5 Requiem Tolled foes stay slowed 30% after they thaw. 766 30

Ascensions (540 gold)

Mastery Ascension
30 Grand toll: 30% more range and freezes last twice as long.
50 Sanctuary: Lanterns within 1 tile fire 20% faster.
70 Death knell: Instantly finishes regular foes below 12% health.

Eclipse

Strikes the healthiest foe in range for heavy damage plus 6% of its max health. The one thing the Moth Queen fears: the moon’s shadow, turned against her.

Role: Damage · Cost: 150 gold · Get it: Season 1 Pass (or the Shop for 450 moonstones)

Damage 40 · Fire rate 0.3/s · Range 5 tiles · +6% of max health

  • How it works: Strikes the healthiest foe in range for heavy damage plus a share of its max health.
  • Strong against: Bosses and the toughest foes in each wave.
  • Weak against: Waves of many small foes.
  • Tip: Let other lanterns handle the crowd. The Eclipse is your boss killer.

Path 1: Shadow

Tier Upgrade Effect Cost Mastery
1 Dark edge +20% damage. 224 1
2 Gravity +1% of max health per hit. 336 1
3 Void piercer Ignores 6 armor. 518 1
4 Umbra +35% damage. 811 20
5 Black sun +2% of max health per hit. 1,276 30

Path 2: Corona

Tier Upgrade Effect Cost Mastery
1 Solar wind +15% fire rate. 224 10
2 Long shadow +0.5 range. 336 10
3 Solar flare Strikes splash 0.8 tiles for 40% damage. 518 10
4 Quick dusk +20% fire rate. 811 20
5 Twin suns Strikes 2 foes at once. 1,276 30

Ascensions (900 gold)

Mastery Ascension
30 Totality: Max-health damage doubles to 12%.
50 Event horizon: Strikes mark foes: +25% damage from every lantern for 3 seconds.
70 Sunfall: Deals 60% more damage to bosses.

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