The Origin

:The information on this page is for the mode after the Update 4.0.0. For the mode prior to this update, please visit this page.
 is a Tower Defense mode in Soul Knight.
==Story==
:"With a flash of blinding light, you are teleported to the past. You find yourself in the battle that you once experienced. Waves of enemies are swarming to you."
A present Hero time-traveled before the loss and destruction of the Magic Stone, where the Aliens – with the support from seven major factions (Glacier, Cave, Forest, Relics, Volcano, Spaceship, Knight Kingdom) – mobilized to seize it. Initially empowered and aided by the Shrine Priestess, a kamikaze robot puts her out of action when she shields the Magic Stone and the hero from its near-lethal blast. Severely injured, her aura was lost, and so would the augments it provided.
Evidently shocked by the Aliens' desperation, the recovering Priestess briefs the hero on the Shrine Backroom on some mechanics, as well as her missing allies held by hostile factions. She sends them off to rescue the Mechanical Engineer first. The hero confronts streams of onslaught and raids strongholds to recover their allies and scavenge loot to aid in their defense, while the Jolly Trader arrives on his own in discreet, also intending assistance.
Eventually, the Alien Aircraft Carrier arrives after previous assaults proved to be ineffective. In spite of its devastating ravages, it was shot down, yet history repeats itself when the wreck crushes the Magic Stone. Order was lost as the fragments scattered around the world, forcing the heroes to recover them yet again.
:"We fought with energy and determination, but it didn't change what is doomed to happen. Magic stone was broken and scattered around. That, is the origin of our story."
==Access==
The entrance to The Origin is the Ancient Portal.
Entering it requires 500 gems.
*With the Mode Hopper card, the player is able to access The Origin for free once per day.
==Gameplay ==
In this game mode, the player must defend the Ancient Magic Stone from hordes of enemies that spawn in waves. The game will end once the player has died, and the Magic Stone is destroyed (by either enemy onslaughts or the Alien Aircraft Carrier's wreck) . The player can upgrade their defenses through the help of the NPCs inside The Origin. The goal is to hold off every possible attack the Aliens have to offer.
Apart from defending the Magic Stone like the previous iteration of The Origin, the player can explore biomes to obtain Weapons, Experience Points, and Alien Coins which can be used to trade for other items to help the player defend waves of enemies.
The player can use the map on the top right of the HUD to view the mini-map; tapping on a portal icon (including Shrine and Shrine Backroom) will teleport the player to the chosen room.
*In the last wave however, warping is disabled.
=== Alien Coins===
Alien Coins are a currency exclusive to The Origin mode. It is used to purchase and upgrade defense towers.
Alien Coins can be found by defeating these enemies: 
*Spaceship biome enemies spawned in rooms (except those from enemy summoning device)
*Bosses in rooms (including some hidden bosses)
* Spaceship biome enemies spawned in waves (only a few will drop)
*Turrets of Alien Aircraft Carrier
===EXP and Level ===
By defeating enemies spawned in rooms (except those from enemy-summoning devices), the player can collect green EXP orbs. The total EXP collected is shown as a green bar below the stat panel.
When the player has collected a certain amount of EXP, they will automatically level up.
*Each time the player level up, their Health, Armor and Energy will be increased by 8, 4 and 100 respectively.
*Levelling up grants the player a choice between three buffs until all buff slots are filled.
*The buff offer can be rerolled twice. (First reroll for 100 gems; second for 200 gems.)
* By clearing all rooms, the player will always reach the maximum Level of 12.
Level 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12
Total EXP	250 	500 	1000	1600	2400	3200	4000	5000	6000	7200 	9600 	11000
Health 	+8 	+16 	+24 	+32 	+40 	+48 	+56 	+64 	+72 	+80 	+88 	+96
Armor 	+4 	+8 	+12 	+16 	+20 	+24 	+28 	+32 	+36 	+40 	+44 	+48
Energy 	+100	+200	+300	+400	+500	+600	+700	+800	+900	+1000	+1100	+1200
===Revives===
The player can revive 3 times for free. The fourth revive costs 200 gems and any subsequent revive costs twice the amount, up to 1600.
==The Map==
There are 7 different biomes on the map: the Forest, Glacier, Knight Kingdom, Cave, Relics, Spaceship and Volcano. 
Unlike in Level Mode, the layout of these rooms is consistent between attempts, although the enemies are still random. Rooms may contain one of the following points of interest, marked on the mini-map once an adjacent room is cleared: 
*One gold mine. There is a Mining Machine attached to the mine which must be repaired by paying a set amount of alien coins.
*A portal. Interacting with the portal warps the player to the Ancient Magic Stone chamber.
*A purple alien portal requires the defeat of a large summoning device which can spawn Spaceship-biome enemies when damaged.
*A cage. Interacting with the cage after the room is cleared will free one NPC. See the below section 'NPCs' for details. 
*A bonus room. This room type is found four times during any attempt of .
*A boss from the respective Biome. Bosses may also have the same modifiers as enemies, though they won't spawn minions or heal themselves. 
**The exception to the minion rule is Grand Slime, who still summons slimes as its health decreases. These slimes use their Level Mode stats, so they are mostly inconsequential to the fight.
**The Airbender enemy found in Relics will not carry any modifiers, and does not always spawn, unlocked as a playable character on defeat. Additionally, he will also grant the Qi-Gong Wave buff.
Possible Bosses For Each Biome:
Generally, it is impossible to encounter immovable bosses in The Origin. Therefore, Christmas Treant will spawn in the enraged state.
Bosses found in The Origin
Biome 	Room	Bosses
Glacier 	G4 	King Snow Ape, Giant Crystal Crab, Giant Golden Crab, Snowman King
Forest 	F8 	Goblin Priest, Christmas Treant
Volcano 	V4 	Volcanic Sandworm, Anubis
Cave 	C1 	Cave Ice Bug
Relics 	R3 	Gold Mask
Relics 	R5 	Airbender (Optional quest boss)
Knight Kingdom	K6 	Dark Grand Knight, Grand Knight, Grand Wizard, Grand Slime
Spaceship 	S2 	Zulan The Colossus, Varkolyn Leader, Floating Laser UFO
Spaceship 	S1 	Corrupted UFO (Optional quest boss)
Miscellaneous 	 	Summoning Devices (Forest/Spaceship/Glacier/Volcano), Self-Destruction Robot, Alien Aircraft Carrier
==Quests==
In each play, 3 to 5 of 12 random quests will appear. By fulfilling the requirement, the player can gain special effects accordingly.
Here is a list of quests:
Quest type	Quest name 	Description and notes 	Reward
Defeat 	Defeat The Mysterious Man (Airbender). 	Spawn in the Relics biome, room R5, after all enemies in the room was cleared. 	
*Achievement No Discord, No Concord (first time only)
* Qi-gong Buff
Defeat 	Conquer Knight Kingdom and defeat the boss 	If this quest appears, Grand Knight (or Dark Grand Knight) will spawn in the final room of Knight Kingdom area instead of other choices. 	
* Once Grand Knight is defeated, a golden chest of Grand Knight's Sword (+10) will appear.
*The Dark Grand Knight chest contains a random +15 weapon, sometimes replaced with the Deep Dark Blade.
Defeat 	Defeat alien invaders (corrupted Floating Laser UFO) 	May spawn after clearing the second room of Spaceship area. This boss behaves identically to its regular counterpart. 	
* 100 Alien coins
Defeat 	Manage to survive amidst a swarm of worms 	Quest activates after clearing the upper right room of Relics area (R2). Three waves of enemies will appear, including Toxic Worm, Rock Crab and Guard Crab. 	
* A Staff of Anubis (+8).
Escort 	Help Taro find his master in the shrine 	After clearing the left crossroad room of Glacier area, an extra cage appears along with a swarm of enemies. Clear these enemies and break the cage to release this pet. To the room below is the grave of its deceased master. 	
* Achievement Faithful Taro (first time only)
* This particular Taro will assist the player in the current run, with its only attack dealing 1000 damage to enemies.
Escort 	Convoy Crystal Hearts to the shrine 	Quest activates after clearing the first room of Cave area. Crystal Giants will start to spawn, defeat them to collect Crystal Hearts. After clearing enemies, a convoy will appear. It will move to the shrine when player is within a small area nearby. Each time the convoy reaches the center of next room, a wave of enemies will try to ambush the convoy, clear these enemies to proceed.	
* When the convoy reaches the Magic Stone, the Shrine Priestess will use Crystal Hearts to enhance the Magic Stone such that it will regenerate 2 durability every 5 seconds.
*This healing can be saved in the event that the Magic Stone takes damage after completing the quest.
Escort 	Convoy Firestones to the shrine 	Quest activates after clearing the third room of upper route of Volcano area. Volcanic Bug will start to spawn, defeat them to collect Firestones. After clearing enemies, protect the convoy back to the shrine. 	
* When the convoy reaches the Magic Stone, the Shrine Priestess will use Firestones to enhance the Magic Stone, such that when it takes ramming damage, it will release a fire blast of 2000 damage covering the whole shrine area and part of nearby passages. This fire blast has a cooldown of about 5-9 minutes.
Defense 	Help Knightly Apprentice fight off enemies in Knight Kingdom	After clearing the third room of Knight Kingdom area, a Royal Knight will appear in the center of room. The player needs to defend this knight from a few waves of enemies. 	
*When succeeded, this Royal Knight will become a follower.
Defense 	Save the mad Gordon Freeman 	This happens after clearing the first room of Spaceship area. The player is required to defend a Mad Scientist from a few waves of enemies. 	
* Afterwards, the Mad Scientist gives a Floating 51 and leaves.
* This upgraded Floating 51 has 200 durability and can deal 154 damage. Its zap ability does not scale, and deals only 4 damage.
Gather 	Collect 3 cryosprites in the Glacier 	Three light blue particle effects will spawn in random rooms in the area, indicated by a "?" mark on the map. The player can collect them by touching. 	
* Once all three are collected, the player gains +5 flat defense.
Gather 	Collect 3 anemosprites in the Forest 	Three green particle effects will spawn in random rooms in the area, indicated by a "?" mark on the map. The player can collect them by touching. 	
* Once all three are collected, the player gains a 33% increase to their movement speed.
Gather 	Collect 3 pyrosprites in the Volcano 	Three orange particle effects will spawn in random rooms in the area, indicated by a "?" mark on the map. The player can collect them by touching. 	
* Once all three are collected, the player gains a +10 flat increase to their damage.
== Wave Defense==
===Ancient Magic Stone===
The main objective of the game. Enemies will attack it, the player must defend it. The Ancient Magic Stone can take about 20 damage before being destroyed, and the only way for the enemies to damage it is to ram into it. Enemies will die instantly (including Bosses) after ramming into the Ancient Magic Stone, while dealing damage scaled to the remaining health of that enemy. The Ancient Magic Stone cannot be damaged by any other attacks. 
*For example, a minor Goblin Guard (Goblin Spear) can only deal a little amount of damage, while Zulan The Colossus will deal a lot. However, if the boss had very little health, it'll be a scratch.
Once it has been destroyed, either by enemies or by the Alien Aircraft Carrier after it is defeated, the Magic Stones will scatter around in different directions and end the game.
The player can also interact with the Ancient Magic Stone to let next wave of enemies spawn within 3 seconds. The player can continuously skip them by doing so repeatedly. 
===Enemies ===
At the start of each wave, enemies will spawn from the Portals from each side of the map. The portal will spawn in the corridor between the Shrine and each biome. They will try to ram into the Ancient Magic Stone, and attack anything in their way. Unlike in the previous iteration of this mode, enemies follow a preset movement path with no deviation, entering closest to Forest. If Badass Mode is enabled, all enemies spawned from portals will be Elite/Champion status. 
*By restarting the game, enemy waves may spawn from other entrances.
Enemies may also have modifiers indicated by unique overlays: 
* Invisible (Transparent) - Reduces health by half but prevents players or turrets from automatically targeting the enemy. 
**The Auto-Aim Human Mod achievement is obtainable for defeating any boss with this enemy modifier active.
*Devilish (Purple) - Grants major damage reduction unless a status effect is active.
*Shield (Black Bubble) - Blocks attacks hitting it until it is destroyed, after which the enemy becomes vulnerable.
**Can somehow block hits from Death Note.
*Reflector (White Bubble) - Releases damaging shockwaves whenever it is attacked.
* Holy (Gold) - Immune to most status effects with minor damage reduction.
**Cannot be affected by Death Note or Staff of Anubis.
**Cannot negate negative status effects inflicted by Alchemist's Gas Grenades.
*Strength (Red) - Increases size, damage and health, but decreases attack and movement speed.
*Agility (Green) - Reduces size, damage and health, but increases attack and movement speed.
*Drainer (Blue) - All attacks reduce the player's energy on hit. Projectiles are blue.
====Additional Details====
Waves follow a cycle where each set of three waves increments in enemy count between x-1 and x-3, with the exceptions being the boss waves. Normal waves are preceded with these messages according to their size 10 seconds before their beginning: 
* A small wave of enemies is approaching in x seconds.
* A large wave of enemies is approaching in x seconds.
* A sea of enemies is approaching in x seconds.
On waves 1-3, 2-3, 4-3, 5-3, 7-3, 8-3, 10-3, 11-3, Some Spaceship biome enemies will spawn along with standard enemies. Some of them will drop alien coins. Defeating these waves causes a green chest to spawn in front of the Ancient Magic Stone. It will always contain 3-5 seeds or materials.
On waves 3-3, 6-3, 9-3, the player will encounter one boss from the Spaceship biome. These bosses will drop 8 Alien Coins on defeat and possess one random enemy modifier. These three bosses spawn from Forest, Glacier & Volcano's Biome entrance passage respectively. These waves also spawn the aforementioned green chest. These waves have the following announcement message: 
The boss will attack in x seconds.
===Final Boss=== 
:Main Article: Alien Aircraft Carrier
The mothership, Alien Aircraft Carrier, will appear at wave 12-3. It has approximately 1 million health and is invulnerable until four external components are destroyed - two cannons & two shields/vents which have 85000 health each. Once defeated, the mothership will crash into the center of the map and explode, scattering the Magic Stone fragments and ending the game.
Wave Overview
Wave Number 	Wave contents 	Numbers of Routes	Notes
0-1 	Introductory wave + kamikaze robot 	3 	As the introductory cutscene, this wave has unique properties. 
*This wave cannot be lost through the utter destruction of the Ancient Magic Stone.
*Enemies from each portal are identical enemy types.
*Player cannot enter any other biome.
*Turrets already on the field cannot be interacted with.
*This is the only wave to decrease/remove defenses from the player.
**The player starts this wave at level 5 stat, level 10 skill and with the held weapon at +12 grade. After the scene, the player returns to level 0 stat, level 0 skill and the weapon becomes +6 grade.
**If this wave is skipped, the held weapon does not receive any upgrades.
1-1 to 1-3 	Enemies from Forest, Glacier or Volcano based on route 	1 	
2-1 to 2-3 	Enemies from Forest, Glacier or Volcano based on route 	1 	
3-1 to 3-3 	Enemies from Forest, Glacier or Volcano based on route 	1 	Floating Laser UFO attacks from the Forest exit on 3-3.
4-1 to 4-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	2 	
5-1 to 5-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	2 	
6-1 to 6-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	2 	Zulan the Colussus attacks from the Glacier exit on 6-3.
7-1 to 7-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	2 	
8-1 to 8-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	2 	
9-1 to 9-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	2 	Varkolyn Leader attacks from the Volcano exit on 9-3.
10-1 to 10-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	3 	
11-1 to 11-3 	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	3 	
12-1 and 12-2	Enemies from any biome accessible from the corresponding exits: ex. Cave biome enemies may appear from the Glacier exit.	3 	
12-3 	Alien Aircraft Carrier 	None (from above)	The boss may deploy Spaceship enemies with random modifiers to defend itself when a turret is destroyed. Triggering this wave will lock all currently approaching enemies behind the doors to the Shrine area.
==NPCs==
There are 5 main NPCs in the Origin.
* Shrine Priestess - Unlocked after the cutscene. By having experience points, she will enhance the player's Health, Armor and Energy every upgrade. For every upgrade, the player will have a choice to choose between 3 Buffs. The player can re-roll the Buffs slots 2 times with 100 Gems for the first re-roll, and 200 for the second time. 
**As of Update 4.2.0, upgrades occur automatically as soon as the player possesses sufficient experience points for a total of 11 times and with 9 buff slots.
*Mechanical Engineer - Can be rescued in Glacier biome Cage. Sells turrets and other defenses that helps the player in defending the Magic Stone. Upon rescuing, a free set of Wrenches will be available once, as well as 15 alien coins. 
**Purchasing an owned turret increases its rarity. If a turret is upgraded to Red/Legendary rarity, it can no longer be purchased, allowing only one turret per type.
**1 alien coin is required to restock.
**A destroyed turret costs 5 alien coins to reconstruct. However if Wrenches is used on destroyed turret, it will be removed.
*Mentor - Can be rescued in the Forest biome Cage. When he is in the shrine, increases the player's skill mentor effect and overall effectiveness for a fee, by both a damage or range increase. Skill can be upgraded 15 times.
** Mentor prices are consistent, with the cost beginning at 100 for Skill Level 1 and increasing to 1200 for Skill Level 15.
**He provides the Mentor buff to a player's skill upon saving him.
*Weapon Master - Can be rescued in the Volcano biome Cage. Increases damage of the player's weapons for a fee, with a percentile chance to fail depending on the grade of the item. Weapons can be upgraded to +18 grade, though weapons can be initially acquired with a maximum of +15 grade. 
**He provides 1 attachment upon saving him. This is the only way to acquire attachments in The Origin apart from Weapon Attachment vouchers in the Workshop. If this attachment can deal damage (like Grenade Launcher), the damage will be scaled with weapon level.
**Failing to upgrade will increase the chance until a successful upgrade occurs.
*Jolly Trader - Appears after defeating wave 1-3. Sells Potions and a set of Wrenches for 5 Alien coins. All items restock infinitely. 
**Trader's potions in this mode restore half of a player's health/energy respectively.
==Items and Upgrades==
In this mode, weapons can be found through defeating enemies in each biome. After 4 seconds, dropped weapons will be teleported into the Warehouse located next to the Weaponsmith. 
===Warehouse===
Weapons can be combined in the Warehouse. Three weapons must be selected in order to combine; when pressing the "Remake" button, a new weapon will be created.
Weapons will deal more damage according to their enhancement levels. Some weapons can even gain more tracks (shotgun), bounces (laser) and combo-hits when reaching certain levels. These effects stack with corresponding Buffs. 
*About weapon rarity:
**If two or three of the weapons can be merged normally, the combined weapon will be the product weapon. 
***The exceptions to this are Assault Rifle Pro, Spike Knives and Cherry Blossom. If these weapons are used, and the other weapons do not match any merging recipe, the result will always be Assault Rifle Elite (Stun), Spike Knives Eagle (Poison, despite looking like fire) and Weeping Eagle, respectively. If more than one of these weapons are used, one of them will show the corresponding result. 
****To get Assault Rifle Elite and Spiked Knives Eagle with desired element, it is required to merge them normally instead of remaking. However, their elements will be reset if placed into warehouse again.
****These exceptions apply regardless of the rarities of the other weapons.
**If all three weapons are the same, the result weapon is also the same weapon.
**Otherwise, if all weapons are of equal rarity, the combined weapon is guaranteed to be the next rarity.
**If weapons are not of equal rarity, the result weapon can be any rarity between the lowest one and one rank above the highest one.
*About enhancement level: 
**The absolute maximum of enhancement levels is +18 grade, but the cap for remaking is +15.
** If all weapons are of equal enhancement level, the combined weapon will always be 2 levels higher.
**If the enhancement levels of the weapons are in direct ascending order (i.e. 1, 2, 3 or 10, 11, 12), the resulting value is always 1 more than the highest-quality material (in these examples, 4 and 13) used.
**If the enhancement levels of the weapons are random, the combined weapon is guaranteed to possess either the highest material level or one more.
In addition, any amount of weapons can be selected to be dropped for the player to equip when pressing the "Take out" button with weapons selected.
===Turrets===
The Mechanical Engineer provides 11 types of turrets, and their utility is the key to victory. Turrets can be placed in one of the 17 slots around the Ancient Magic Stone. Some turrets have two modes which can be toggled by interacting with them.
Tower 	Image 	Function
Amplification Matrix	 	It deploys a square matrix which increases size and damage of friendly projectiles passing through, in a similar fashion to the Weapon Boost status effect. The direction of the matrix can be toggled.
Armor Tower 	 	Generates a circular force field to block enemy projectiles with a limited capacity. When disabled, the tower will take some time to restore the field
*Can be augmented to accelerate force field regeneration.
*Upgrades will increase the force field's AOE.
Air Force Base 	 	Has two modes.
*In Bombard mode, it will release drones when enemies are close and shower them with explosive attacks which may burn.
*In Intercept mode, its drones circle the base and will destroy enemy projectiles with red lasers (or reflect them with the Reflect Buff).
*Upgrades will increase the amount of drones deployed and bomb damage.
Biochemical Device 	<choose><option></option><option></option></choose>	Has two modes.
*In Fire mode, it spawns a fire pool to damage nearby enemies.
*In Poison mode, it spawns a poison pool to damage and slow enemies.
*Upgrades will increase its AOE.
Charge Device 	 	Has two modes. 
*In Energy mode, it spawns energy orbs every few seconds. Players will gain these energy orbs automatically.
*In Psionic mode, it spawns purple psionic orbs which can augment some other turrets (specifically Armor Tower, Hurricane Device, Laser Tower, and Weather Controller).
*Upgrades will increase its production rate.
Hurricane Device 	 	It spawns a twister which repels enemies. 
*When fully augmented, the next attack becomes a giant tornado which persists longer and inflicts increased damage.
Laser Tower 	 	Takes a few seconds to recharge, then fires a beam to a nearby target. This beam bounces between enemies. 
*Can be augmented to recharge faster.
Machine Gun Tower 	 	Fires bullets at the nearest enemy in range. Sustained fire increases damage and attack rate until reaching its limit or if it can't acquire a target.
Repair Center 	 	Has two modes. 
*In Repair mode, it deploys drones to heal allied turrets.
*In Heal mode, it will send drones to restore health of friendly characters.
*Upgrades will increase its healing efficiency
Spiky Trap 	 	Damages enemies in close proximity with its spikes in its AOE.
*Upgrades will increase its AOE further.
Weather Controller 	 	Has two modes. 
* In Freeze mode, it will summon icicles from above all enemies in range. Each icicle can deal area damage and Freeze enemies.
*In Lightning mode, it will summon lightning bolts to strike all enemies in range and Stun them. Lightnings will bounce between enemies.
*When fully augmented, the next attack becomes lightning clouds summoning lightning orbs. These orbs can zap multiple enemies like Thunderstorm Warhammer.
The Turrets have 2 distinct levelling up systems, an Engineering Level and an Experience Level:
* The Engineering Level ranges from 1 to 6, represented by the color of the Turret's name: → → → → → . Purchased Turrets start at , and each time a duplicate Turret is purchased, it advances to the next color. Once a Turret reaches , purchasing a duplicate will result in a new, Turret.
* The Experience Level ranges from 0 to 18, with #0 being empty. Afterwards, each three levels are represented by the colors → → → → → , with each color having 1 to 3 stars: ★ → ★★ → ★★★. The Experience Level advances according to the death of enemies (and bosses) spawned by waves. They don't have to be killed by the Turret itself. Having more than 1 Turret will make them split the EXP equally.
** The amount of EXP gained scales according to the number of Turrets placed. There seems to be no difference in EXP yield between Normal and Badass.
*** If planning to make all turrets reach max Experience Level, the recommended amount is 3 (4 if the Boss Alien Invaders is present). They all must be bought before Wave 1-2.
** Below is a table of the existing Experience Levels and the amount of EXP required to reach each of them:
Turret Experience Levels
Level 	0	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12 	13 	14 	15 	16 	17 	18
Symbol 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
EXP Required	0	25	73	169	289	361	481	721	865	1057	1297	1513	1801	2161	2377	2665	3025	3241	3528
Category:Templates
==Other Gameplay==
*It is always possible to ride on mounts.
*Challenge conditions from the Task Board and all Garden Buffs are dysfunctional. Character starting buffs remain unaffected.
==Tips==
Despite the radical overhaul, a couple of concepts still apply to this mode.
Try to rescue all NPCs as early as possible. After the Mechanical Engineer is secured, save Mentor next. Weaponsmith isn't of high priority if there are still good weapons during the earlier waves. The difficulty of each area also emphasizes this order of progression - Volcano enemies are significantly harder than Forest and Glacier enemies.
The scarcity of Alien Coins puts a serious strain on defense, as one cannot rely on stacking turrets in large numbers to overwhelm enemies. What's even worse is that wrecked turrets can be rather expensive to restore with very few means of protection (unlike the holographic turrets, Priest skills can't heal them). This greatly limits available options, especially if the player is going for the "Great Wall" achievement. 
Character-specific attributes can also ease various difficulties: 
*Alchemist has the by default, negating hazards produced by Varkolyns, Tentacles, Varkolyn Leader and various Forest enemies. His Gas Grenades can be abused to easily stall enemies and at higher skill levels, inflict enough damage to cripple them, while also supporting the player's other defenses against bosses.
*Knight's Dual Wield skill level determines the power of the other duplicate, partially removing the need to upgrade them. Energy is far easier to gain in The Origin as well, so it shouldn't be a concern.
*Assassin can summon clones to avoid hits himself and multiply the destructive power of his weapons, made possible with the Mentor's upgrades greatly increasing their health. With the correct weapons, this can dramatically speed up boss fights with their concentrated suppression, taking down even the Alien Aircraft Carrier in less than a minute. He also has the melee reflect buff to aid both the Air Force Base and against Flame Knight Captains' explosive projectiles as well as other Volcano enemies, which would otherwise eat through the player's defenses in seconds.
*With mentor and character upgrades, Airbender works exceptionally well simply due to the sheer offensive power of his melee and laser attacks. Engineer's Armor Mount works similarly, but its lengthy downtime would require another weapon to compensate.
*Paladin's Energy Shield can essentially nullify any amount of enemy projectiles to guard the player's defenses from being sniped off-screen and allow him to tear through their sources, as eventually the uptime of the skill exceeds its cooldown.
*Costume Prince, as Slime King, is exceptionally good for crowd control, as the enemies move in predictable straight lines, allowing the player to crush them with the fatal smash. The enemies will also run into the lingering bullets & poison pools generated. This is made better by how and allow the player to weaponize damage taken, & how increasing the skill level just increases the mount's HP.
For the warehouse & weapons, there are also several pieces of advice:
*Getting a good weapon and high enhancement levels is at top priority. Without them, the turrets can only do so much.
*It is crucial to have +15 as quickly as possible if the desired weapon should be retained for extended periods and has meaningful upgrade benefits (direct damage, etc.), as they will become eventually significant.
** Once a suitable weapon is procured, try to upgrade it using the Weaponsmith as much as possible, even if the chances of success are slim.
* Always combine three weapons of equal rarities. This secures a generally better result, usually as rare and powerful weapons. 
**Weapons that can't be obtained randomly such as starter weapons, boss chest drops and some merge-only weapons (without the requisite components) won't spawn via this method. This limits the pool of potential results and increases the chances of certain items being obtained, most notably Staff of Anubis and Death Note, both of which excel at taking down extremely tough common enemies. 
***Though, if some of the constituents do spawn (like those of Laser Sword Gold, Thunder Sword and Star Bow), it is good to keep them and try some luck. Merging can also get weapons while skipping some rarity.
**Using high-levelled weapons as fodder to remove weaker ones from the storage can be beneficial as the result will always follow the highest enhancement level if not beyond.
==Rewards==
Defeating the boss will reward blueprint fragments and a chance to receive a full blueprint to make jewelry items, which can be used at the Shaman.
==Trivia==
*Many weapons - in particular, most Legendary weapons that are boss drops - are unobtainable in this mode without bringing them from the Lobby, limiting the pool of Legendary weapons acquirable from merging in the warehouse. The only exception are Grand Knight's Sword & Deep Dark Blade, both under specific circumstances.
*This iteration of The Origin was introduced in Update 4.0.0, replacing its endless counterpart from Update 2.5.0.
*Inter-dimension Traveler's starter weapon when held by him used to retain its +12 grade instead of being weakened to +6 after Wave 0-1.
*Retcons:
**The raid on the Magic Stone is explicitly masterminded by Aliens, rather than being implied. Their alliance with several fixed factions also explain their ability to amass quantity for the invasion, though the exact means of which was never specified. 
***This also explains the in-game absence of the Knights depicted in the reused legacy intro, which persisted until 4.2.0 where they are properly re-introduced.
**The Summoner/Granny Millie is nowhere to be seen, whereas the Shrine Priestess and her crew were somehow introduced, which accounts for other NPCs' motivation of assistance - they have aided her for some time before they were abducted.
**The Mechanical Engineer only accepted gold as payment rather than alien currency, and sold different items with no way of removal.
**The Mentor is now able to give an additional skill enhancement, but exclusively improves skills and not stats.
**Weaponsmith will give an attachment only once and now has a maximum limit as well as a failure chance for enhancement.
**Weapons that are not retrieved will somehow be recovered inside a storage unit instead of despawning.
**The Trader now only vendors wrenches for alien currencies and potions for gold. He claims to hail from a nomadic merchant clan and joined the clause for profit, implying time travelling for financial gain.
*Each of the Origin biomes plays a recomposition of their own original biomes. 
** All of the new Origin soundtracks plays in a stereo channel instead of the usual monotone like the rest of the soundtrack. They are also first to use it.
** All of the biome theme arrangements - such as the recompositions of Deep in the Forest, Blizzard and Roaring Lava - are currently unavailable beyond this mode.
*Before Update 4.0.2:
**Gold mines would require the player to buy a mining machine from Mechanical Engineer, and then attach to start mining. The mining machine could also be removed for use on another.
*The Repair Center is currently defunct as of 4.0.2 and can't heal anything.
*There was a recurring bug where SMG M1 couldn't be used in any remaking recipes.
*In 4.2.0, the drop rate of weapons in Badass Mode is drastically reduced on occasion. It is unclear whether this is intentional.
**Another change modified the rule of shotgun enhancing such that weapons need more level to gain one more line. For example, Snow Fox Rose Gold can only have up to 2 lines without buffs, while before it could gain up to 4.
ru:Начало
Category:Modes