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Wanderburg Weapons and Modules: Every Module the Devs Have Named

Wanderburg weapons and modules: ten modules named in official patch notes, from Front Barracks to Ram, plus what each balance change did.

9/10/2026 Wanderburg Community Wiki Last updated: 9/18/2026
Wanderburg Weapons and Modules: Every Module the Devs Have Named video

The Press Kit gives three examples: cannons, wizard towers, explosive mines.

Examples, not a list. The other side of it: the hotfix notes between 8 and 12 September already name specific modules and say what changed about each. So a lot more than three modules are confirmed now.

Modules the official notes name

Every row below comes from an official announcement, and the change is the developer’s own wording.

ModuleWhat the official notes changedVersion
Front Barrack(s) ModuleActive base damage 200 → 250; fixed diminishing-damage upgrades; buffed active ability0.9.7 / 0.9.9
Top Electric Mage ModuleMore passive damage per upgrade; longer stun; no longer stuns allies0.9.7 / 0.9.10
Top MortarFewer active-ability projectiles0.9.6
Back Turret ModuleNerfed once, then lower maximum attack-speed boost0.9.6 / 0.9.10
Side Arm ModuleMore rarity-based damage on active and auto attacks0.9.10
Side Ballista ModuleAuto attack nerfed, active ability buffed0.9.9
Wizard CrewAuto attacks slow targets for 3 seconds0.9.9
Force MageActive ability cancels incoming projectiles0.9.9
Fire MageFirestorm damage increased0.9.6
Module RamInconsistent damage fixed; Tier 3 visuals and behavior improved0.9.6 / 0.9.8

The notes also mention fixing “diminishing-damage upgrades” — upgrades that pay out less the more you take them. That tells you modules carry levels and upgrade modifiers instead of being fixed weapons.

Where modules come from

Modules are not all handed to you at once. A few come from the start; the rest are bought with Silver between runs, unlocked by pushing a module to Lv5 or Lv10, or earned through cumulative kill and consumption goals.

The four paths and a self-check are on Modules and Unlocks — this page does not repeat them.

What the three official examples do

  • Cannons: the most direct siege output.
  • Wizard tower: the magic side, listed alongside “arcane machinery”.
  • Explosive mines: mines that lay blast damage along your path.

More types from media coverage (not officially confirmed)

These appear in reviews and reports and give you a sense of how wide the module pool is. The names and details are not official and may change during Early Access:

  • Mortars: high-arcing shells that clear groups and structures over cover.
  • Ballistas: high-velocity, to pick off high-priority targets.
  • Rams: turn forward momentum into impact damage.
  • Mines and droppers: guard the rear against pursuers.
  • Repair modules: extend a run, though reviews find them slow.
  • Barracks: Rock Paper Shotgun mentions they spawn troops to fight for you.
  • Giant hammer: another RPS-mentioned melee weapon.

No full list, and no official “best weapon”

There is no published full module list or stat table. Community “best weapon” picks are player testing, and the balance moves fast — Back Turret, Side Arm, Side Ballista and Front Barracks were all changed between 8 and 12 September. Use them as reference, not fact.

For which modules you can actually get and how, see Modules and Unlocks. For putting them together, see Builds and Upgrades.

How to verify updates

Read the Balancing section of the official announcement feed and the store page. This page follows the wording as of 0.9.10 (2026-09-12), and keeps the media-reported types labelled as such.

Sources: official Press Kit, Steam store page, Steam announcement 0.9.6, 0.9.7, 0.9.8, 0.9.9, 0.9.10; mortars, repair arms and giant hammer drawn from Rock Paper Shotgun and gamers.wiki (media and player claims, not officially confirmed).

Watch: WANDERBURG But I Don’t Waste Your Time (Before You Buy & Features)

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