Modules are what turn your rolling castle in Wanderburg from a slow snack magnet into a proper war machine. Each one bolts onto a slot on your fortress and changes how you fight, whether that means firing cannons off the sides, dropping mines behind you, or spawning troops to swarm enemy keeps. Four of them come free, but the rest sit behind Silver costs, upgrade milestones, or in-run challenges.
Quick answer: Four modules are unlocked by default. Five more are bought outright with Silver, nine unlock by leveling an existing module to Level 5 or Level 10 during runs, and two are earned by destroying 120 walking enemies or consuming 300 Cows across multiple runs.

Modules you start with
These four are available from your very first run with no unlock required. They form the base kit you build the rest of your loadout around.
| Module | What it does |
|---|---|
| Cannon | Shoots cannonballs from the sides of the fortress |
| Ram | Rams enemies and knocks them back |
| Top Mortar | Fires cannonballs vertically from the top |
| Mine Layer | Drops a trail of mines behind you |
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Silver is the currency that carries over between runs, and five modules are unlocked by simply paying for them in the between-run shop. Once bought, they can appear as draft options during a run. Save toward the cheaper ones first, since Dash and Side Barracks also serve as the base for later upgrade unlocks.
| Module | Silver cost | What it does |
|---|---|---|
| Dash | 600 | Boosts forward while shooting flames behind you |
| Side Barracks | 800 | Spawns troops that fight for you |
| Side Ballista | 1,200 | Fires giant arrows that pierce multiple enemies |
| Force Mage | 1,600 | Pushes all nearby enemies away |
| Fire Mage | 2,000 | Spawns a mage that shoots fire |

Modules unlocked by upgrading another module
The largest group of modules is tied to leveling up a module you already own during a run. Push a base module or crew to the required level and its advanced version unlocks permanently. Most require Level 10, while the three crew-based upgrades unlock at Level 5.
| Module | Unlock requirement | What it does |
|---|---|---|
| Teleporter | Upgrade Dash to Level 10 | Teleports the fortress forward |
| Arms | Upgrade Ram to Level 10 | One arm strikes enemies, the other blocks projectiles |
| Side Flamethrower | Upgrade Fire Mage to Level 10 | Shoots flames from the side to burn enemies |
| Turret Layer | Upgrade Mine Layer to Level 10 | Places a turret that auto-fires at nearby enemies |
| Frontcannon | Upgrade Side Cannons to Level 10 | A powerful, high-range front cannon |
| Front Barracks | Upgrade Side Barracks to Level 10 | Spawns Biker Knights that fight for you |
| Lightning Mage | Upgrade Mage Crew to Level 5 | Hits nearby enemies with stunning lightning |
| Cannon Tower | Upgrade Cannon Crew to Level 5 | Shoots the strongest enemy in range |
| Archer Tower | Upgrade Archer Crew to Level 5 | Archers sit on the tower and shoot approaching enemies |
Note: Upgrade levels are gained by picking the same module repeatedly in the level-up draft during a run. Plan a run around a single module if you are chasing a Level 10 unlock, since spreading picks across your four slots slows progress toward any one milestone.
Modules earned through in-run challenges
Two modules ignore Silver and upgrades entirely. They unlock once you hit a cumulative combat or consumption target, and the Cow requirement stacks across every run rather than needing a single perfect attempt.
| Module | Unlock requirement | What it does |
|---|---|---|
| Companion | Destroy 120 walking enemies | Spawns a Hammer companion that fights for you |
| Catapult | Consume 300 Cows across multiple runs | Fires a projectile behind you and leaves a deadly trail |

How to confirm a module is unlocked
An unlocked module appears in the between-run shop and becomes eligible to show up in your level-up draft. Silver purchases apply the moment you can afford the cost and confirm it in the shop. Upgrade and challenge unlocks register once the required level or target is met, so check the module screen after a run to see the new entry available for future loadouts.
With all 20 unlocked, the value shifts from collecting them to combining them. Since modules sit in Back, Crew, Front, Side, and Top slots, the strongest fortresses pair damage, utility, and survival across those slots rather than stacking one type. Build around a theme, keep banking Silver on runs you cannot win, and the harder upgrade-locked modules fall into place over time.






