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Endless mode also contains several "surprise" mechanics upon reaching certain milestones. The rest of this page contains spoilers about these mechanics.
- See also: Era
- Warning: This section contains spoilers about Era content.
Upon reaching wave 100 billion, the wave counter is reset to 1, and a new "Era" counter (also set to 1) appears beneath the wave counter. Each additional time the test surpasses wave 100 billion, the era counter will increase by 1.
In Era, enemies receive passive multipliers to damage and health (with health multipliers acting more like damage resistance than additional health). These multipliers will increase as the era counter increases, until the value overloads the capacity of a 64-bit floating-point variable, as ~1.8e308 is instead listed as infinity. These multipliers are counteracted by divisors that the tower can apply, though improving these divisors costs tower experience.
In addition, enemies gain two unique abilities based on their Elements. By having the tower destroy these enemies, and by having the tower (or its shield) sustain damage from these enemies, the player is able to accumulate twenty new resources (two for each element) that are of use on the second floor of the Workshop. In turn, the second floor of the Workshop contains many upgrades that support the tower during the era phase of Tower Testing.
- See also: Infinity
- Warning: This section contains spoilers about Infinity content.
Upon reaching era 100 billion, the era counter is reset to 1, and a new "Infinity" counter (also set to 1) appears beneath the era counter. Each additional time the test surpasses era 100 billion, the infinity counter will increase by 1.
In Infinity, enemies receive passive multipliers to damage and health, which are separate from and stack with era multipliers. These multipliers are presented as infinity, but they have been empirically determined to be 10^60. These multipliers cannot be counteracted with divisors, but they ``can`` be counteracted with new infinity-phase Modules.
In addition, infinity-phase enemies are capable of having a shield and/or energy, and are able to "mimic" modules that are currently in the tower's blueprint. Depending on the tower's blueprint, this can make these enemies extremely difficult to kill, incredibly deadly, or both. The player can "lock" modules in their blueprint, preventing enemies from mimicking that specific module; however, this costs 1,000 tower experience for the first module, and each subsequent module requires 1,000 times as much tower experience as the last.