<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arvingoperfect</id>
	<title>The Perfect Tower II - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arvingoperfect"/>
	<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/Special:Contributions/Arvingoperfect"/>
	<updated>2026-04-30T12:28:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.1</generator>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1790</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1790"/>
		<updated>2021-09-03T17:48:43Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Continuing guide by addressing the first group of perks and tiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Military Tier 0-1}}&lt;br /&gt;
&lt;br /&gt;
If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-Access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main game-play loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Read More: [[Modules]][[File:Starting Modules.png|thumb|231x231px|Your 4 starting modules which will lead you to greatness...]]&lt;br /&gt;
Modules are abilities that you can add to your tower. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral damage)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Provides hit points regeneration over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that '''Basic Attack''' does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with in-game EXP, which upgrades the module's level, making it stronger. For example upgrading '''Basic Attack''' will increase the damage you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to upgrade basic attack high enough in order to one-shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses can often one-shot you. Upgrading regeneration is good, but should now be your top priority.&lt;br /&gt;
&lt;br /&gt;
=Town=&lt;br /&gt;
Inevitably, you will lose to the enemies due to them consistently out scaling you. Do not fret, for the game has only just begun! In fact, this brings us to where a lot of things would take place: '''[[Town]].'''&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
Read More: [[Construction Firm]]&lt;br /&gt;
&lt;br /&gt;
If you enabled the town tutorial, you will be directed to the construction firm to build the workshop and we go into a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, you unlock more buildings that would help you build the perfect tower. However, as you have noticed, it requires '''brown resources''' (or construction firm resources). How do we get those brown resources? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. &lt;br /&gt;
[[File:Resource box.png|thumb|Town resources can be converted to the buildings' respective resource using the &amp;quot;+&amp;quot; button]]&lt;br /&gt;
Now using those brown resources, go ahead and build your first building, the '''Workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing runs and gain resources.&lt;br /&gt;
#Go to town and use those resources on building/tiering buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower statistics.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
Read More: [[Workshop]]&lt;br /&gt;
&lt;br /&gt;
Here is where we get to the good stuff. You can convert town resources into blue resources in order to upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
#Convert resources to blue resources.&lt;br /&gt;
#You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist). It is recommended you upgrade basic attack first.&lt;br /&gt;
#Every time you go in tower testing, module upgrade costs start at 1 EXP, regardless of if you have upgraded your modules beforehand in the workshop.&lt;br /&gt;
#Workshop upgrades scale in blue resources the same as EXP costs in a round, so beware and keep in mind that modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Towertesting completedW100.png|thumb|Round completion screen. You'll unlock a new region on completing easy in the previous region. ]]&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. More information on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
In order to reach a new region you must beat wave 100 on the previous region first (see right).&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint! (3 more per tier, 4 with &amp;quot;Engineering&amp;quot; workshop skill)&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint. Alternatively, you can also double click modules to equip or unequip them.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing mainly on workshop and construction firm, other buildings are able to help you.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
Read More: [[Mine]]&lt;br /&gt;
&lt;br /&gt;
The mine is an interesting place. You can use orange resources to drill, uncover new layers in order to gain resources and resource shards using orange resources, and unlock more resource shard layers the deeper you dig. &lt;br /&gt;
&lt;br /&gt;
The shards can be then turned into their resource counterpart or be used in factory, which is explained next section. You can upgrade the drill to drill down faster, use less fuel, and increase your maximum fuel capacity. By mining layers, you can also find various boosts like conversion rate reduction from shards to cubes and reduce the cost for digging tiles in layers. Tiering up the mine will give additional shards and resources. It is not recommended to fully uncover layers as they can waste a lot of resources early on.&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
Read More: [[Factory]]&lt;br /&gt;
&lt;br /&gt;
Factory is one of the best buildings other than the workshop and construction firm and is very complex but I will try to talk about the main points first and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The first goal in factory is to buy objects using red resources and manipulate them to create machines, which help make more complex components, and producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when upgrading producer they exponentially give higher resources meaning 1 upgrade can give a massive boost to production so it is important to not ignore this during the entire game.&lt;br /&gt;
&lt;br /&gt;
=Back to Testing=&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]] (The small text next to the module names are their associated drop condition)&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''Multishot''' &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;Wave 30&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; and '''Basic Bouncing''' &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 10&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; both very good modules as they both get you faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both are a must have. You may have also been getting different element attacks, bursts and resistance modules. These are not really necessary but good if you have extra space for additional damage or defense. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''Nature's Touch''' &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 40&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;. this module not only would do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your damage scales. &lt;br /&gt;
&lt;br /&gt;
Also, '''Wave Resources &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 50&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, among others to create power. Tiering it up gives access to more components to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
To talk about laboratory as a whole, it includes Experiments in the form of mini-games to play for new modules. These mini-games explore different idle concepts that take inspiration from other idle games. Tiering up this building will introduce more experiments. &lt;br /&gt;
&lt;br /&gt;
Laboratory experiments are a big thing to talk about, so read more about the [[Laboratory]] for help with a specific experiment.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
This is an important building, as within it holds the main prestige system in the game, '''Military Tier (MT).''' This will help you progress by resetting all of your resources and module levels and tiers in exchange for gems and more features! However, you must meet some requirements such as maximum-leveled modules and regions unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and for another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. There is another feature but you won't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them a threat to early-game players, on top of being ranged like archers. Because of this, think about potentially maxing out multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules to finally beat it. &lt;br /&gt;
&lt;br /&gt;
==Military Tier 1 (Your first Tier Up!)==&lt;br /&gt;
Congratulations! You have beaten region 2! You now have the possibility to do your first military reset! Like any idle game, you must reset at certain points for long-terms gain, and here it is '''MT'''. Once you have 10 modules unlocked and max all of those modules, it is time to do the reset. Some things to note here are:&lt;br /&gt;
&lt;br /&gt;
*'''ALL''' of your resources (e.g. white cubes, red cubes, blue cubes, etc.) will be reset upon resetting '''EXCEPT''' gems and exotic gems&lt;br /&gt;
*Your progress in buildings will not be lost, you will not need to rebuild producers, experiments, or your power plant setup.&lt;br /&gt;
*Your modules will be reset to level 1, unless you pick '''certain military perks'''. However, you '''will keep your modules themselves'''.&lt;br /&gt;
*You will gain gems which isn't really compensation but ok.&lt;br /&gt;
*'''REWARDS!'''&lt;br /&gt;
&lt;br /&gt;
==='''So go ahead and hit that button!'''===&lt;br /&gt;
&lt;br /&gt;
==Post MT 0==&lt;br /&gt;
Alright you clicked that button (not the cancel button I hope) and so now what?&lt;br /&gt;
&lt;br /&gt;
You now have access to so many new features, I'm gonna go through them one by one.&lt;br /&gt;
&lt;br /&gt;
===Workers===&lt;br /&gt;
Workers automate features for your different buildings, then more you rank up, the more workers you are able to unlock! These can range from tasks like always crushing ores in the factory to experiments to mining and so much more! You require gems to hire workers and in order to make them go faster you can also unlock different speed modes which also require gems. In order to change a worker's speed, you can click on the circle thing that turns and it will change speed (provided you have at least one more speed mode unlocked). Without perks, you start with getting 1 more max worker per tier.&lt;br /&gt;
&lt;br /&gt;
===Gems===&lt;br /&gt;
You have probably come  across this currency before, you can get it in the mines if you are lucky, but you can also get it by tiering up (which is a really bad way to do so but just saying). Gems are used for workers, an experiment, upgrading with gems instead of exp in-game, and other uses later. It isn't anything special, so I just recommend spending on workers at this point.&lt;br /&gt;
&lt;br /&gt;
==='''MILITARY PERKS!'''===&lt;br /&gt;
Now this is an important one, by expanding your military, you gain access to special perks, which can speed up your progress so much that &amp;quot;we didn't have when we were kids&amp;quot;. Every military tier you gain access to a military perk. For each set of 3 military tiers, you get to choose one of 3 perks to add to your arsenal, which can impact your playstyle. You '''cannot''' reset military perks however you will end  up having all of the perks anyway. Basically, if you are picking between perk 1, 2, and 3, and you pick 2 first. The next tier you are picking towards 1 and 3, and whatever you don't choose you get on the last mt of the trio. &lt;br /&gt;
&lt;br /&gt;
After every trio, you can choose to '''specialize in a building, unlocking a second floor''' for it. You gain them at mt4, mt8, and mt12.&lt;br /&gt;
&lt;br /&gt;
These 3 buildings are, the factory, the mine, and the powerplant. Each of these 3 buildings correspond to different playstyles, and generally add more complexity to the game. A brief description of each:&lt;br /&gt;
&lt;br /&gt;
*'''Idle Route Factory:''' In floor 2, you unlock specialized machine ware which will help create your needed resources even faster than ever before! Use the crafter and scan in resources to be made automatically for you in mass quantities for when the time needs, and it even works offline! Craft saplings to grow trees that will help rain even more resources above your heads! And finally, the fabricator. Dissolve unwanted materials in the fabricator to add mass and use it to fabricate literally '''any item scanned in crafter''' for very easy crafting! Upgrade your fabricator to have faster dissolving and fabricating, higher storage of mass, and even automatically produce mass. If you choose this path, you are spending a lot of time in the factory.&lt;br /&gt;
*'''Mixed Route Mine:''' In floor 2, you aren't bounded by Earth anymore as you reach for the stars and mine asteroids in space! You first scan the surrounding area for asteroid clusters and hints about what loot they have! A quicker scan is possible but will not give detailed hints. you then setup your drill to mine these asteroid clusters to gain resources, artifacts, modules, and more! You can even upgrade your drill for faster mining! If you like the perfect mix between idling and being active, this building extension is for you.&lt;br /&gt;
*'''Active Route Power Plant:''' In floor 2, you harness the sun's energy to make astonishing adjustments to your tower. You first create drones using resources, launch them and then finally create dyson rings around the sun to be able to lock in your adjustments. You harness your drones to create dyson power in order to boost various aspects of your tower. If not continually powering each adjustment, they will slowly decay. However, using the power of your rings you can lock them in to stabilize the adjustments. These buffs range from resource drop boost, range, module drop chance, and even warping time and space itself to make the 2x speed in tower testing 3x speed instead! If you have the urge to micromanage all of your adjustments and your drone army at once, this path is for you.&lt;br /&gt;
&lt;br /&gt;
Anyway, I'm getting a little ahead of myself here. Don't worry about these specializations until later. For now, you have a choice between 3 different &amp;quot;minor&amp;quot; military perks for your first reset:&lt;br /&gt;
&lt;br /&gt;
* Next reset and beyond, '''all of your modules will start at Tier 1 maxed''' instead of resetting fully. Sadly, It will not work on the military reset that you get it on.&lt;br /&gt;
* Gain '''1% extra town exp per skill learned'''&lt;br /&gt;
* '''Double max worker per military tier'''&lt;br /&gt;
&lt;br /&gt;
All of these perks are fine to choose, you can still easily progress anyway, but here is my preference of choice for this first trio and why:&lt;br /&gt;
&lt;br /&gt;
* '''T1 Maxed:''' I would choose this one first because even though it does not take effect until your next reset, it ends up saving so much time and effort for the first few resets when you don't have high enough producers to carry you.&lt;br /&gt;
* '''More town exp:''' This is an okay perk, at the end of the day it still boosts your speed pretty well, but not something really crazy.&lt;br /&gt;
* '''+Workers:''' This one I would recommend getting last. Now before you yell at me saying &amp;quot;What do  you mean, this is so broken in terms of automation!&amp;quot; I'm not saying this is a bas perk. Actually, its a pretty great one. '''However, you simply do not have enough gems at this point to mass buy workers.''' Workers scale with gems and at this point in the game you are not far enough into mine to be getting lots and lots of gems to supply more workers, so you only get a small amount from resetting, however, the more later you go on, the more gems you get form mine and that is why I would get this last.&lt;br /&gt;
&lt;br /&gt;
== Back to testing! ==&lt;br /&gt;
Alright then time to finally get back to playing the game! Use some of your producer's resource if you have it generating enough to start upgrading your modules again, keep in mind that idle mode will not give any resources until you go into tower testing of that difficulty. basically refollow the entire guide up to the point where you have maxed your arsenal of modules to level 100.&lt;br /&gt;
&lt;br /&gt;
Now I must talk about another aspect of military reset, more leveling modules!&lt;br /&gt;
&lt;br /&gt;
=== Tiers ===&lt;br /&gt;
Tiers are like a prestige to a module. Once you tier up a module, it will sometimes give a tiering up bonus (e.g. basic bouncing getting an extra bounce, nature's touch getting more life steal) but in turn reset your module level to 1. It also increases the level cap by 100 every time so you gain more power. Usually you should only tier up if you know you have enough resources to get to back where you were with the previous tier, but in this stage that is hard to do so you can jsut go wild! See what works out and see what doesn't.&lt;br /&gt;
&lt;br /&gt;
Anyway you should be back where you were, and you probably noticed that you can upgrade yoru construction firm to get more upgrades! Do this, as this will help a lot wiht your progression. here are all the new buildings you unlock:&lt;br /&gt;
&lt;br /&gt;
'''TBC'''{{ProgressionGuides}}&lt;br /&gt;
{{DEFAULTSORT:Military Tier 0-1}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1782</id>
		<title>Progression Guides</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1782"/>
		<updated>2021-09-03T15:33:08Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: added description to each floor 2 specilization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a collection of community curated guides for players for the purpose to help them in progressing in the game.&lt;br /&gt;
&lt;br /&gt;
If we miss out anything in the guide, feel free to create a Topic over on the [[Talk:Progression Guides|Discussion]] page of the respective guide&lt;br /&gt;
 '''This page and all sub-pages within are currently under construction. Information presented may be incomplete. (subject to change)'''&lt;br /&gt;
 If you want to help out in this community project, feel free to join the Discord Server and consult us in #wiki-talk! &lt;br /&gt;
&lt;br /&gt;
=Early Game=&lt;br /&gt;
For players who have just started playing. The game may seem complex at first, but the game can be broken into several chunks each with their own unique goal. &lt;br /&gt;
&lt;br /&gt;
==For new players==&lt;br /&gt;
Main Article: [[Military Tier 0-1]] • &amp;lt;small&amp;gt;Authored by: [[Special:Contributions/Arvingoperfect|ArvingoPro]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to The Perfect Tower II! The first two tiers, MT0 and MT1 are just here to get you familiar to the main game loop. It may seem hard at first but don't worry.  &lt;br /&gt;
&lt;br /&gt;
==Military Tier 1 (Military Perks)==&lt;br /&gt;
Main Article: [[Military Tier 0-1]] &lt;br /&gt;
&lt;br /&gt;
==Military Tier 2-3 (Exotic Upgrades)==&lt;br /&gt;
Main Article: mt2-3&lt;br /&gt;
&lt;br /&gt;
Here we are, MT2 and MT3. You should have unlocked the last two Buildings: [[Shipyard]] and [[Statue of Cubos]] upon reaching MT2.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 4-5 (Automation and Specializations)==&lt;br /&gt;
Main Article: mt4-5&lt;br /&gt;
&lt;br /&gt;
This guide is for players who have just unlocked the Facility AI (MT4) and are looking into automating progress.&lt;br /&gt;
&lt;br /&gt;
==Specializations (Military Perks: Floor 2)==&lt;br /&gt;
Main Article: [[Specializations]]&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT4, you get the chance to choose the first of three specializations. Each specialization has its own perks, and you eventually get to unlock all three of them. &lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
====[[Specializations#Factory|Factory: The Crafter, The Tree Farm and The Mass Fabricator]]====&lt;br /&gt;
In floor 2, you unlock specialized machine ware which will help create your needed resources even faster than ever before! Use the crafter and scan in resources to be made automatically for you in mass quantities for when the time needs, and it even works offline! Craft saplings to grow trees that will help rain even more resources above your heads! And finally, the fabricator. Dissolve unwanted materials in the fabricator to add mass and use it to fabricate literally '''any item scanned in crafter''' for very easy crafting! Upgrade your fabricator to have faster dissolving and fabricating, higher storage of mass, and even automatically produce mass. If you choose this path, you are spending a lot of time in the factory.&lt;br /&gt;
&lt;br /&gt;
====[[Specializations#Power Plant|Power Plant: The Dyson Sphere]]====&lt;br /&gt;
In floor 2, you harness the sun's energy to make astonishing adjustments to your tower. You first create drones using resources, launch them and then finally create dyson rings around the sun to be able to lock in your adjustments. You harness your drones to create dyson power in order to boost various aspects of your tower. If not continually powering each adjustment, they will slowly decay. However, using the power of your rings you can lock them in to stabilize the adjustments. These buffs range from resource drop boost, range, module drop chance, and even warping time and space itself to make the 2x speed in tower testing 3x speed instead! If you have the urge to micromanage all of your adjustments and your drone army at once, this path is for you.&lt;br /&gt;
&lt;br /&gt;
====[[Specializations#Mine|Mine: Asteroid Mining]]====&lt;br /&gt;
In floor 2, you aren't bounded by Earth anymore as you reach for the stars and mine asteroids in space! You first scan the surrounding area for asteroid clusters and hints about what loot they have! A quicker scan is possible but will not give detailed hints. you then setup your drill to mine these asteroid clusters to gain resources, artifacts, modules, and more! You can even upgrade your drill for faster mining! If you like the perfect mix between idling and being active, this building extension is for you.&amp;lt;br /&amp;gt;&lt;br /&gt;
=Mid Game=&lt;br /&gt;
You should have unlocked all 15 regions at this point, so now the real game begins! Good Luck!&lt;br /&gt;
&lt;br /&gt;
This is the point in the game where endless mode becomes the main focus for progression.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 6-7 (Endless Runs)==&lt;br /&gt;
Main Article: mt6-7&lt;br /&gt;
&lt;br /&gt;
==Early Era (Era Primer)==&lt;br /&gt;
Main Article: [[mt8-10]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mid Era (Evolution)==&lt;br /&gt;
Main Article: [[mt8-10]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Late Game=&lt;br /&gt;
This point in the game is where the focus starts to shift.&lt;br /&gt;
&lt;br /&gt;
==Late Era (to Infinity and beyond)==&lt;br /&gt;
Main Article: [[Military Tier 11-13]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infinity==&lt;br /&gt;
Main Article: [[Military Tier 11-13]] • &amp;lt;small&amp;gt;Authored by: [[Special:Contributions/Arvingoperfect|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Endgame=&lt;br /&gt;
Main Article: [[Military Tier 14-15]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Related Pages=&lt;br /&gt;
'''Progression'''&lt;br /&gt;
&lt;br /&gt;
[[Military Tier]] • [[Era]] • [[Infinity]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
Credits to all the users who have helped in creating guides for each stage of progression and to those that allowed us to reproduce their guides from steam or from the [https://discord.gg/fireswordstudios discord server].{{PerfectNavigation}}{{ProgressionGuides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1781</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1781"/>
		<updated>2021-09-03T15:30:30Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: added description for power plant floor 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Military Tier 0-1}}&lt;br /&gt;
&lt;br /&gt;
If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-Access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main game-play loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Read More: [[Modules]][[File:Starting Modules.png|thumb|231x231px|Your 4 starting modules which will lead you to greatness...]]&lt;br /&gt;
Modules are abilities that you can add to your tower. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral damage)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Provides hit points regeneration over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that '''Basic Attack''' does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with in-game EXP, which upgrades the module's level, making it stronger. For example upgrading '''Basic Attack''' will increase the damage you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to upgrade basic attack high enough in order to one-shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses can often one-shot you. Upgrading regeneration is good, but should now be your top priority.&lt;br /&gt;
&lt;br /&gt;
=Town=&lt;br /&gt;
Inevitably, you will lose to the enemies due to them consistently out scaling you. Do not fret, for the game has only just begun! In fact, this brings us to where a lot of things would take place: '''[[Town]].'''&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
Read More: [[Construction Firm]]&lt;br /&gt;
&lt;br /&gt;
If you enabled the town tutorial, you will be directed to the construction firm to build the workshop and we go into a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, you unlock more buildings that would help you build the perfect tower. However, as you have noticed, it requires '''brown resources''' (or construction firm resources). How do we get those brown resources? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. &lt;br /&gt;
[[File:Resource box.png|thumb|Town resources can be converted to the buildings' respective resource using the &amp;quot;+&amp;quot; button]]&lt;br /&gt;
Now using those brown resources, go ahead and build your first building, the '''Workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing runs and gain resources.&lt;br /&gt;
#Go to town and use those resources on building/tiering buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower statistics.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
Read More: [[Workshop]]&lt;br /&gt;
&lt;br /&gt;
Here is where we get to the good stuff. You can convert town resources into blue resources in order to upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
#Convert resources to blue resources.&lt;br /&gt;
#You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist). It is recommended you upgrade basic attack first.&lt;br /&gt;
#Every time you go in tower testing, module upgrade costs start at 1 EXP, regardless of if you have upgraded your modules beforehand in the workshop.&lt;br /&gt;
#Workshop upgrades scale in blue resources the same as EXP costs in a round, so beware and keep in mind that modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Towertesting completedW100.png|thumb|Round completion screen. You'll unlock a new region on completing easy in the previous region. ]]&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. More information on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
In order to reach a new region you must beat wave 100 on the previous region first (see right).&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint! (3 more per tier, 4 with &amp;quot;Engineering&amp;quot; workshop skill)&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint. Alternatively, you can also double click modules to equip or unequip them.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing mainly on workshop and construction firm, other buildings are able to help you.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
Read More: [[Mine]]&lt;br /&gt;
&lt;br /&gt;
The mine is an interesting place. You can use orange resources to drill, uncover new layers in order to gain resources and resource shards using orange resources, and unlock more resource shard layers the deeper you dig. &lt;br /&gt;
&lt;br /&gt;
The shards can be then turned into their resource counterpart or be used in factory, which is explained next section. You can upgrade the drill to drill down faster, use less fuel, and increase your maximum fuel capacity. By mining layers, you can also find various boosts like conversion rate reduction from shards to cubes and reduce the cost for digging tiles in layers. Tiering up the mine will give additional shards and resources. It is not recommended to fully uncover layers as they can waste a lot of resources early on.&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
Read More: [[Factory]]&lt;br /&gt;
&lt;br /&gt;
Factory is one of the best buildings other than the workshop and construction firm and is very complex but I will try to talk about the main points first and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The first goal in factory is to buy objects using red resources and manipulate them to create machines, which help make more complex components, and producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when upgrading producer they exponentially give higher resources meaning 1 upgrade can give a massive boost to production so it is important to not ignore this during the entire game.&lt;br /&gt;
&lt;br /&gt;
=Back to Testing=&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]] (The small text next to the module names are their associated drop condition)&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''Multishot''' &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;Wave 30&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; and '''Basic Bouncing''' &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 10&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; both very good modules as they both get you faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both are a must have. You may have also been getting different element attacks, bursts and resistance modules. These are not really necessary but good if you have extra space for additional damage or defense. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''Nature's Touch''' &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 40&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;. this module not only would do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your damage scales. &lt;br /&gt;
&lt;br /&gt;
Also, '''Wave Resources &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 50&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, among others to create power. Tiering it up gives access to more components to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
To talk about laboratory as a whole, it includes Experiments in the form of mini-games to play for new modules. These mini-games explore different idle concepts that take inspiration from other idle games. Tiering up this building will introduce more experiments. &lt;br /&gt;
&lt;br /&gt;
Laboratory experiments are a big thing to talk about, so read more about the [[Laboratory]] for help with a specific experiment.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
This is an important building, as within it holds the main prestige system in the game, '''Military Tier (MT).''' This will help you progress by resetting all of your resources and module levels and tiers in exchange for gems and more features! However, you must meet some requirements such as maximum-leveled modules and regions unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and for another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. There is another feature but you won't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them a threat to early-game players, on top of being ranged like archers. Because of this, think about potentially maxing out multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules to finally beat it. &lt;br /&gt;
&lt;br /&gt;
==Military Tier 1 (Your first Tier Up!)==&lt;br /&gt;
Congratulations! You have beaten region 2! You now have the possibility to do your first military reset! Like any idle game, you must reset at certain points for long-terms gain, and here it is '''MT'''. Once you have 10 modules unlocked and max all of those modules, it is time to do the reset. Some things to note here are:&lt;br /&gt;
&lt;br /&gt;
*'''ALL''' of your resources (e.g. white cubes, red cubes, blue cubes, etc.) will be reset upon resetting '''EXCEPT''' gems and exotic gems&lt;br /&gt;
*Your progress in buildings will not be lost, you will not need to rebuild producers, experiments, or your power plant setup.&lt;br /&gt;
*Your modules will be reset to level 1, unless you pick '''certain military perks'''. However, you '''will keep your modules themselves'''.&lt;br /&gt;
*You will gain gems which isn't really compensation but ok.&lt;br /&gt;
*'''REWARDS!'''&lt;br /&gt;
&lt;br /&gt;
==='''So go ahead and hit that button!'''===&lt;br /&gt;
&lt;br /&gt;
==Post MT 0==&lt;br /&gt;
Alright you clicked that button (not the cancel button I hope) and so now what?&lt;br /&gt;
&lt;br /&gt;
You now have access to so many new features, I'm gonna go through them one by one.&lt;br /&gt;
&lt;br /&gt;
===Workers===&lt;br /&gt;
Workers automate features for your different buildings, then more you rank up, the more workers you are able to unlock! These can range from tasks like always crushing ores in the factory to experiments to mining and so much more! You require gems to hire workers and in order to make them go faster you can also unlock different speed modes which also require gems. In order to change a worker's speed, you can click on the circle thing that turns and it will change speed (provided you have at least one more speed mode unlocked). Without perks, you start with getting 1 more max worker per tier.&lt;br /&gt;
&lt;br /&gt;
===Gems===&lt;br /&gt;
You have probably come  across this currency before, you can get it in the mines if you are lucky, but you can also get it by tiering up (which is a really bad way to do so but just saying). Gems are used for workers, an experiment, upgrading with gems instead of exp in-game, and other uses later. It isn't anything special, so I just recommend spending on workers at this point.&lt;br /&gt;
&lt;br /&gt;
==='''MILITARY PERKS!'''===&lt;br /&gt;
Now this is an important one, by expanding your military, you gain access to special perks, which can speed up your progress so much that &amp;quot;we didn't have when we were kids&amp;quot;. Every military tier you gain access to a military perk. For each set of 3 military tiers, you get to choose one of 3 perks to add to your arsenal, which can impact your playstyle. You '''cannot''' reset military perks however you will end  up having all of the perks anyway. Basically, if you are picking between perk 1, 2, and 3, and you pick 2 first. The next tier you are picking towards 1 and 3, and whatever you don't choose you get on the last mt of the trio. &lt;br /&gt;
&lt;br /&gt;
After every trio, you can choose to '''specialize in a building, unlocking a second floor''' for it. You gain them at mt4, mt8, and mt12.&lt;br /&gt;
&lt;br /&gt;
These 3 buildings are, the factory, the mine, and the powerplant. Each of these 3 buildings correspond to different playstyles, and generally add more complexity to the game. A brief description of each:&lt;br /&gt;
&lt;br /&gt;
*'''Idle Route Factory:''' In floor 2, you unlock specialized machine ware which will help create your needed resources even faster than ever before! Use the crafter and scan in resources to be made automatically for you in mass quantities for when the time needs, and it even works offline! Craft saplings to grow trees that will help rain even more resources above your heads! And finally, the fabricator. Dissolve unwanted materials in the fabricator to add mass and use it to fabricate literally '''any item scanned in crafter''' for very easy crafting! Upgrade your fabricator to have faster dissolving and fabricating, higher storage of mass, and even automatically produce mass. If you choose this path, you are spending a lot of time in the factory.&lt;br /&gt;
*'''Mixed Route Mine:''' In floor 2, you aren't bounded by Earth anymore as you reach for the stars and mine asteroids in space! You first scan the surrounding area for asteroid clusters and hints about what loot they have! A quicker scan is possible but will not give detailed hints. you then setup your drill to mine these asteroid clusters to gain resources, artifacts, modules, and more! You can even upgrade your drill for faster mining! If you like the perfect mix between idling and being active, this building extension is for you.&lt;br /&gt;
*'''Active Route Power Plant:''' In floor 2, you harness the sun's energy to make astonishing adjustments to your tower. You first create drones using resources, launch them and then finally create dyson rings around the sun to be able to lock in your adjustments. You harness your drones to create dyson power in order to boost various aspects of your tower. If not continually powering each adjustment, they will slowly decay. However, using the power of your rings you can lock them in to stabilize the adjustments. These buffs range from resource drop boost, range, module drop chance, and even warping time and space itself to make the 2x speed in tower testing 3x speed instead! If you have the urge to micromanage all of your adjustments and your drone army at once, this path is for you.&lt;br /&gt;
{{ProgressionGuides}}&lt;br /&gt;
{{DEFAULTSORT:Military Tier 0-1}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1780</id>
		<title>Progression Guides</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1780"/>
		<updated>2021-09-03T15:22:58Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: the outdated title is now not outdated anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a collection of community curated guides for players for the purpose to help them in progressing in the game.&lt;br /&gt;
&lt;br /&gt;
If we miss out anything in the guide, feel free to create a Topic over on the [[Talk:Progression Guides|Discussion]] page of the respective guide&lt;br /&gt;
 '''This page and all sub-pages within are currently under construction. Information presented may be incomplete. (subject to change)'''&lt;br /&gt;
 If you want to help out in this community project, feel free to join the Discord Server and consult us in #wiki-talk! &lt;br /&gt;
&lt;br /&gt;
=Early Game=&lt;br /&gt;
For players who have just started playing. The game may seem complex at first, but the game can be broken into several chunks each with their own unique goal. &lt;br /&gt;
&lt;br /&gt;
==For new players==&lt;br /&gt;
Main Article: [[Military Tier 0-1]] • &amp;lt;small&amp;gt;Authored by: [[Special:Contributions/Arvingoperfect|ArvingoPro]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to The Perfect Tower II! The first two tiers, MT0 and MT1 are just here to get you familiar to the main game loop. It may seem hard at first but don't worry.  &lt;br /&gt;
&lt;br /&gt;
==Military Tier 1 (Military Perks)==&lt;br /&gt;
Main Article: [[Military Tier 0-1]] &lt;br /&gt;
&lt;br /&gt;
==Military Tier 2-3 (Exotic Upgrades)==&lt;br /&gt;
Main Article: mt2-3&lt;br /&gt;
&lt;br /&gt;
Here we are, MT2 and MT3. You should have unlocked the last two Buildings: [[Shipyard]] and [[Statue of Cubos]] upon reaching MT2.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 4-5 (Automation and Specializations)==&lt;br /&gt;
Main Article: mt4-5&lt;br /&gt;
&lt;br /&gt;
This guide is for players who have just unlocked the Facility AI (MT4) and are looking into automating progress.&lt;br /&gt;
&lt;br /&gt;
==Specializations (Military Perks: Floor 2)==&lt;br /&gt;
Main Article: [[Specializations]]&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT4, you get the chance to choose the first of three specializations. Each specialization has its own perks, and you eventually get to unlock all three of them. &lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
====[[Specializations#Factory|Factory: The Crafter, The Tree Farm and The Mass Fabricator]]====&lt;br /&gt;
Insert description here&lt;br /&gt;
&lt;br /&gt;
====[[Specializations#Power Plant|Power Plant: The Dyson Sphere]]====&lt;br /&gt;
Insert description here&lt;br /&gt;
&lt;br /&gt;
====[[Specializations#Mine|Mine: Asteroid Mining]]====&lt;br /&gt;
Insert description here&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=Mid Game=&lt;br /&gt;
You should have unlocked all 15 regions at this point, so now the real game begins! Good Luck!&lt;br /&gt;
&lt;br /&gt;
This is the point in the game where endless mode becomes the main focus for progression.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 6-7 (Endless Runs)==&lt;br /&gt;
Main Article: mt6-7&lt;br /&gt;
&lt;br /&gt;
==Early Era (Era Primer)==&lt;br /&gt;
Main Article: [[mt8-10]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mid Era (Evolution)==&lt;br /&gt;
Main Article: [[mt8-10]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Late Game=&lt;br /&gt;
This point in the game is where the focus starts to shift.&lt;br /&gt;
&lt;br /&gt;
==Late Era (to Infinity and beyond)==&lt;br /&gt;
Main Article: [[Military Tier 11-13]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infinity==&lt;br /&gt;
Main Article: [[Military Tier 11-13]] • &amp;lt;small&amp;gt;Authored by: [[Special:Contributions/Arvingoperfect|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Endgame=&lt;br /&gt;
Main Article: [[Military Tier 14-15]] • &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Cibilik|Eractricity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Related Pages=&lt;br /&gt;
'''Progression'''&lt;br /&gt;
&lt;br /&gt;
[[Military Tier]] • [[Era]] • [[Infinity]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
Credits to all the users who have helped in creating guides for each stage of progression and to those that allowed us to reproduce their guides from steam or from the [https://discord.gg/fireswordstudios discord server].{{PerfectNavigation}}{{ProgressionGuides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1771</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1771"/>
		<updated>2021-09-02T23:35:23Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Added more info becasue of military perks update and what not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Military Tier 0-1}}&lt;br /&gt;
&lt;br /&gt;
If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-Access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main game-play loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Read More: [[Modules]][[File:Starting Modules.png|thumb|231x231px|Your 4 starting modules which will lead you to greatness...]]&lt;br /&gt;
Modules are abilities that you can add to your tower. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral damage)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Provides hit points regeneration over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that '''Basic Attack''' does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with in-game EXP, which upgrades the module's level, making it stronger. For example upgrading '''Basic Attack''' will increase the damage you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to upgrade basic attack high enough in order to one-shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses can often one-shot you. Upgrading regeneration is good, but should now be your top priority.&lt;br /&gt;
&lt;br /&gt;
=Town=&lt;br /&gt;
Inevitably, you will lose to the enemies due to them consistently out scaling you. Do not fret, for the game has only just begun! In fact, this brings us to where a lot of things would take place: '''[[Town]].'''&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
Read More: [[Construction Firm]]&lt;br /&gt;
&lt;br /&gt;
If you enabled the town tutorial, you will be directed to the construction firm to build the workshop and we go into a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, you unlock more buildings that would help you build the perfect tower. However, as you have noticed, it requires '''brown resources''' (or construction firm resources). How do we get those brown resources? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. &lt;br /&gt;
[[File:Resource box.png|thumb|Town resources can be converted to the buildings' respective resource using the &amp;quot;+&amp;quot; button]]&lt;br /&gt;
Now using those brown resources, go ahead and build your first building, the '''Workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing runs and gain resources.&lt;br /&gt;
#Go to town and use those resources on building/tiering buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower statistics.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
Read More: [[Workshop]]&lt;br /&gt;
&lt;br /&gt;
Here is where we get to the good stuff. You can convert town resources into blue resources in order to upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
#Convert resources to blue resources.&lt;br /&gt;
#You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist). It is recommended you upgrade basic attack first.&lt;br /&gt;
#Every time you go in tower testing, module upgrade costs start at 1 EXP, regardless of if you have upgraded your modules beforehand in the workshop.&lt;br /&gt;
#Workshop upgrades scale in blue resources the same as EXP costs in a round, so beware and keep in mind that modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Towertesting completedW100.png|thumb|Round completion screen. You'll unlock a new region on completing easy in the previous region. ]]&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. More information on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
In order to reach a new region you must beat wave 100 on the previous region first (see right).&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint! (3 more per tier, 4 with &amp;quot;Engineering&amp;quot; workshop skill)&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint. Alternatively, you can also double click modules to equip or unequip them.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing mainly on workshop and construction firm, other buildings are able to help you.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
Read More: [[Mine]]&lt;br /&gt;
&lt;br /&gt;
The mine is an interesting place. You can use orange resources to drill, uncover new layers in order to gain resources and resource shards using orange resources, and unlock more resource shard layers the deeper you dig. &lt;br /&gt;
&lt;br /&gt;
The shards can be then turned into their resource counterpart or be used in factory, which is explained next section. You can upgrade the drill to drill down faster, use less fuel, and increase your maximum fuel capacity. By mining layers, you can also find various boosts like conversion rate reduction from shards to cubes and reduce the cost for digging tiles in layers. Tiering up the mine will give additional shards and resources. It is not recommended to fully uncover layers as they can waste a lot of resources early on.&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
Read More: [[Factory]]&lt;br /&gt;
&lt;br /&gt;
Factory is one of the best buildings other than the workshop and construction firm and is very complex but I will try to talk about the main points first and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The first goal in factory is to buy objects using red resources and manipulate them to create machines, which help make more complex components, and producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when upgrading producer they exponentially give higher resources meaning 1 upgrade can give a massive boost to production so it is important to not ignore this during the entire game.&lt;br /&gt;
&lt;br /&gt;
=Back to Testing=&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]] (The small text next to the module names are their associated drop condition)&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''Multishot''' &amp;lt;small&amp;gt;&amp;lt;sub&amp;gt;Wave 30&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; and '''Basic Bouncing''' &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 10&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt; both very good modules as they both get you faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both are a must have. You may have also been getting different element attacks, bursts and resistance modules. These are not really necessary but good if you have extra space for additional damage or defense. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''Nature's Touch''' &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 40&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;. this module not only would do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your damage scales. &lt;br /&gt;
&lt;br /&gt;
Also, '''Wave Resources &amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wave 50&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, among others to create power. Tiering it up gives access to more components to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
To talk about laboratory as a whole, it includes Experiments in the form of mini-games to play for new modules. These mini-games explore different idle concepts that take inspiration from other idle games. Tiering up this building will introduce more experiments. &lt;br /&gt;
&lt;br /&gt;
Laboratory experiments are a big thing to talk about, so read more about the [[Laboratory]] for help with a specific experiment.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
This is an important building, as within it holds the main prestige system in the game, '''Military Tier (MT).''' This will help you progress by resetting all of your resources and module levels and tiers in exchange for gems and more features! However, you must meet some requirements such as maximum-leveled modules and regions unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and for another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. There is another feature but you won't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them a threat to early-game players, on top of being ranged like archers. Because of this, think about potentially maxing out multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules to finally beat it. &lt;br /&gt;
&lt;br /&gt;
==Military Tier 1 (Your first Tier Up!)==&lt;br /&gt;
Congratulations! You have beaten region 2! You now have the possibility to do your first military reset! Like any idle game, you must reset at certain points for long-terms gain, and here it is '''MT'''. Once you have 10 modules unlocked and max all of those modules, it is time to do the reset. Some things to note here are:&lt;br /&gt;
&lt;br /&gt;
* '''ALL''' of your resources (e.g. white cubes, red cubes, blue cubes, etc.) will be reset upon resetting '''EXCEPT''' gems and exotic gems&lt;br /&gt;
* Your progress in buildings will not be lost, you will not need to rebuild producers, experiments, or your power plant setup.&lt;br /&gt;
* Your modules will be reset to level 1, unless you pick '''certain military perks'''. However, you '''will keep your modules themselves'''.&lt;br /&gt;
* You will gain gems which isn't really compensation but ok.&lt;br /&gt;
* '''REWARDS!'''&lt;br /&gt;
&lt;br /&gt;
=== '''So go ahead and hit that button!''' ===&lt;br /&gt;
&lt;br /&gt;
== Post MT 0 ==&lt;br /&gt;
Alright you clicked that button (not the cancel button I hope) and so now what?&lt;br /&gt;
&lt;br /&gt;
You now have access to so many new features, I'm gonna go through them one by one.&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
Workers automate features for your different buildings, then more you rank up, the more workers you are able to unlock! These can range from tasks like always crushing ores in the factory to experiments to mining and so much more! You require gems to hire workers and in order to make them go faster you can also unlock different speed modes which also require gems. In order to change a worker's speed, you can click on the circle thing that turns and it will change speed (provided you have at least one more speed mode unlocked). Without perks, you start with getting 1 more max worker per tier.&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
You have probably come  across this currency before, you can get it in the mines if you are lucky, but you can also get it by tiering up (which is a really bad way to do so but just saying). Gems are used for workers, an experiment, upgrading with gems instead of exp in-game, and other uses later. It isn't anything special, so I just recommend spending on workers at this point.&lt;br /&gt;
&lt;br /&gt;
=== '''MILITARY PERKS!''' ===&lt;br /&gt;
Now this is an important one, by expanding your military, you gain access to special perks, which can speed up your progress so much that &amp;quot;we didn't have when we were kids&amp;quot;. Every military tier you gain access to a military perk. For each set of 3 military tiers, you get to choose one of 3 perks to add to your arsenal, which can impact your playstyle. You '''cannot''' reset military perks however you will end  up having all of the perks anyway. Basically, if you are picking between perk 1, 2, and 3, and you pick 2 first. The next tier you are picking towards 1 and 3, and whatever you don't choose you get on the last mt of the trio. &lt;br /&gt;
&lt;br /&gt;
After every trio, you can choose to '''specialize in a building, unlocking a second floor''' for it. You gain them at mt4, mt8, and mt12.&lt;br /&gt;
&lt;br /&gt;
These 3 buildings are, the factory, the mine, and the powerplant. Each of these 3 buildings correspond to different playstyles, and generally add more complexity to the game. A brief description of each:&lt;br /&gt;
&lt;br /&gt;
* '''Idle Route Factory:''' In floor 2, you unlock specialized machine ware which will help create your needed resources even faster than ever before! Use the crafter and scan in resources to be made automatically for you in mass quantities for when the time needs, and it even works offline! Craft saplings to grow trees that will help rain even more resources above your heads! And finally, the fabricator. Dissolve unwanted materials in the fabricator to add mass and use it to fabricate literally '''any item scanned in crafter''' for very easy crafting! Upgrade your fabricator to have faster dissolving and fabricating, higher storage of mass, and even automatically produce mass. If you choose this path, you are spending a lot of time in the factory.&lt;br /&gt;
* '''Mixed Route Mine:''' In floor 2, you aren't bounded by Earth anymore as you reach for the stars and mine asteroids in space! You first scan the surrounding area for asteroid clusters and hints about what loot they have! A quicker scan is possible but will not give detailed hints. you then setup your drill to mine these asteroid clusters to gain resources, artifacts, modules, and more! You can even upgrade your drill for faster mining! If you like the perfect mix between idling and being active, this building extension is for you.&lt;br /&gt;
* '''Active Route Power Plant: TBC'''&lt;br /&gt;
{{ProgressionGuides}}&lt;br /&gt;
{{DEFAULTSORT:Military Tier 0-1}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1558</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1558"/>
		<updated>2021-06-07T22:11:07Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: testing collapsible addition to hints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NatureExperiment.png|thumb|The Nature Experiment|link=Special:FilePath/NatureExperiment.png]]&lt;br /&gt;
[[File:Experiment Nature icon.png|left|link=Special:FilePath/Experiment_Nature_icon.png]]&lt;br /&gt;
The '''Nature experiment''' is one of 12 experiments of the [[laboratory]], available at laboratory tier 2.&lt;br /&gt;
&lt;br /&gt;
The goal of the experiment is to grow a variety of different plants by altering the temperature, daylight and surrounding plants.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
[[File:Plant list t1-5.png|thumb|Plant types listed above from left to right|link=Special:FilePath/Plant_list_t1-5.png]]&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants with an empty mouse to harvest when ready, and use the shovel to delete seeds/plants.&lt;br /&gt;
&lt;br /&gt;
Flowers grow into a number of different mutations depending on a combination of the following factors:&lt;br /&gt;
&lt;br /&gt;
*Time of day (day or night)&lt;br /&gt;
*Temperature (hot, cold or neutral) of its own tile&lt;br /&gt;
*Temperature of 1 or more of the surrounding tiles&lt;br /&gt;
*Number and type(s) of the plants in surrounding tiles&lt;br /&gt;
&lt;br /&gt;
The player must experiment with the above factors to find all mutations and unlock the rewards.&lt;br /&gt;
&lt;br /&gt;
=Plants=&lt;br /&gt;
&lt;br /&gt;
==Basic Flower (T1)==&lt;br /&gt;
Cost to plant: {{cost|100|Green}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Second Hint&lt;br /&gt;
!Third Hint&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t1seed on neutral tile during the day&lt;br /&gt;
[[File:I am what i am.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Hint: I'm a normie!&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like cold nights&lt;br /&gt;
|Solution: t1 seed on cold tile during the night&lt;br /&gt;
[[File:I like cold nights.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like it cold&lt;br /&gt;
|Solution: t1 seed on cold tile during the day&lt;br /&gt;
[[File:I like it cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like it hot&lt;br /&gt;
|Solution: t1 seed on hot tile during the night&lt;br /&gt;
[[File:I like it hot.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like it dark&lt;br /&gt;
|Solution: t1 seed on neutral tile during the night&lt;br /&gt;
[[File:I like it dark.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like hot days&lt;br /&gt;
|Solution: t1 seed on hot tile during the day&lt;br /&gt;
[[File:I like hot days.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want one friend in the night&lt;br /&gt;
|Solution: 2 t1 seeds on touching tiles during the night&lt;br /&gt;
[[File:I want 1 friend in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: 5-7 t1 seeds, 1 seed in a 3x3 area surrounded by the other 4-6&lt;br /&gt;
[[File:I want some friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{Collapsible|Second Hint|I want a few friends, not too much&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need cold friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the outside plants on cold tiles&lt;br /&gt;
[[File:I need cold friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need hot friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the outside plants on hot tiles&lt;br /&gt;
[[File:I need hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 t1 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:I want many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need a chilly friend&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a cold tile&lt;br /&gt;
[[File:I need a chilly friend.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need a hot buddy&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a hot tile&lt;br /&gt;
[[File:I need a hot buddy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want one friend during the day&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a hot tile during the day&lt;br /&gt;
[[File:I want 1 friend during the day.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want to be hot among cool friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the middle seed on hot tile, and outer seeds on a cold tile&lt;br /&gt;
[[File:I want to be cool among hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want strong friends&lt;br /&gt;
|Solution: t1 seed surrounded by 8 t4 seeds&lt;br /&gt;
[[File:I want strong friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want the strongest friends&lt;br /&gt;
|Solution: t1 seed surrounded by 8 t5 seeds&lt;br /&gt;
[[File:I want the strongest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: t1 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:I need different friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want a hot party in the night&lt;br /&gt;
|Solution: 9 seeds in a 3x3 pattern on hot tiles during the night&lt;br /&gt;
[[File:I want a hot party in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want to chill at day with many friends&lt;br /&gt;
|Solution: 9 seeds in a 3x3 pattern on cold tiles during the day&lt;br /&gt;
[[File:I want to chill at day with many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: This is our realm now&lt;br /&gt;
|Solution: t1 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:This is our realm now.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Cauliflower (T2)===&lt;br /&gt;
Cost to plant: {{cost|2,500|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t2 seed on neutral tile during the day&lt;br /&gt;
[[File:I am what I am .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I drained their heat&lt;br /&gt;
|Solution: t2 seeds in a 3x3 pattern, with the middle tile hot and the outer tiles cold&lt;br /&gt;
[[File:I drained their heat .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it cold&lt;br /&gt;
|Solution: t2 seed next to another t2 seed during the night&lt;br /&gt;
[[File:I like it cold t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it hot&lt;br /&gt;
|Solution: t2 seed on hot tile during the day&lt;br /&gt;
[[File:I like it hot t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need to be alone in the dark&lt;br /&gt;
|Solution: t2 seed on neutral tile during the night&lt;br /&gt;
[[File:Alone in dark t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: t2 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:Diff friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: 5-7 t2 seeds, 1 seed in a 3x3 area surrounded by the other 4-6 seeds all on neutral tiles&lt;br /&gt;
[[File:Some friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds all on neutral tiles&lt;br /&gt;
[[File:Many friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need weak friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:Weak friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want slightly stronger friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t3 seeds all on neutral tiles&lt;br /&gt;
[[File:Slight stronger friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold army&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t1 seeds on cold tiles&lt;br /&gt;
[[File:Cold army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot army&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t1 seeds on hot tiles&lt;br /&gt;
[[File:Hot army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold army I can trust&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds on cold tiles&lt;br /&gt;
[[File:Cold army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot army I can trust&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Hot army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want balanced soil in the night&lt;br /&gt;
|Solution: a checkers pattern with hot/cold tiles in a 3x3 area(NO SEEDS NEEDED), with a t2 seed in center&lt;br /&gt;
[[File:Balanced soil night t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold days&lt;br /&gt;
|Solution: t2 seed on cold tile during the day&lt;br /&gt;
[[File:Cold days t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot nights&lt;br /&gt;
|Solution: 2 t2 seeds next to each other, with at least 1 on a hot tile during the night&lt;br /&gt;
[[File:Hot nights t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: They drained my heat&lt;br /&gt;
|Solution: t2 seed on cold tile surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Drained heat t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want the strongest friends&lt;br /&gt;
|Solution: t2 seed surrounded by at least 5 t5 seeds&lt;br /&gt;
[[File:Strongest friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some hot spots for my cold friends in the night&lt;br /&gt;
|Solution: In the night, t2 seed surrounded by 8 t2 seeds, with corner tiles cold and the tiles up, down, left, and right hot&lt;br /&gt;
[[File:Hot cold friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now&lt;br /&gt;
|Solution: t2 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:Our realm t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bell Plant (T3)===&lt;br /&gt;
Cost to plant: {{cost|75,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t3 seed on neutral tile during the night&lt;br /&gt;
[[File:I am what I am t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Boil Me&lt;br /&gt;
|Solution: T3 seed on a hot tile surrounded by 8 T2 seeds on hot tiles during the day.&lt;br /&gt;
[[File:boil me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it very cold&lt;br /&gt;
|Solution: T3 seed on a cold tile surrounded by 8 T2 seeds on cold tiles during the night.&lt;br /&gt;
[[File:very cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Present me a hot commoner at night&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a hot tile next to each other at night.&lt;br /&gt;
[[File:hot commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold commoner next to me&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a cold tile next to each other&lt;br /&gt;
[[File:cold commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Commoners refer to me and my other mutations as the &amp;quot;Bell Plant&amp;quot;. They fuel this mutation with their presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T1 seeds on neutral tiles&lt;br /&gt;
[[File:commoners fuel.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2 of each other tier seeds on neutral tiles&lt;br /&gt;
[[File:different friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need some friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2-4 T3 seeds on neutral tiles&lt;br /&gt;
[[File:some friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need many friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on neutral tiles&lt;br /&gt;
[[File:many friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The sound of cold bells in the night empowers me.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on cold tiles at night.&lt;br /&gt;
[[File:cold bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The sound of hot bells makes my day brighter.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on hot tiles during the day.&lt;br /&gt;
[[File:hot bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Lonely noon serenade&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile during the day.&lt;br /&gt;
[[File:noon serenade.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The commoners and I shall freeze at night.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 8 T1 seeds on cold tiles during the night.&lt;br /&gt;
[[File:commoners freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Provide me a hot worthy audience of my kind at night.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 8 T3 seeds on hot tiles during the night.&lt;br /&gt;
[[File:hot worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer a balanced crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile with T3 seeds on neutral tiles neighboring it, and T1 seeds in the corners during the day.&lt;br /&gt;
[[File:balanced crowd.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer a more &amp;quot;worthy&amp;quot; audience.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 6 T3 seeds and 2 T1 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:more worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: All commoners will bow at my presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 24 T1 seeds during the day.&lt;br /&gt;
[[File:commoners bow.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer hot soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty hot tiles during the day.&lt;br /&gt;
[[File:HotSsoil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer cold soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty cold tiles during the night.&lt;br /&gt;
[[File:cold Soil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Sing the bells bells bells bells bells bells bells bells Bells of [EXPUNGED]&lt;br /&gt;
|Solution: 25 T3 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:bells bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now.&lt;br /&gt;
|Solution: Realm Pattern. T3 seed on a neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:our realm t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bush Plant (T4)===&lt;br /&gt;
Cost to plant: {{cost|9,250,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T4 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Freeze me in the sun&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 4 T1 seeds on cold tiles&lt;br /&gt;
[[File:Freeze me in the sun T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Melt me in the dark&lt;br /&gt;
|Solution: T4 seed on hot tile surrounded by 4 T1 seeds on hot tiles at night&lt;br /&gt;
[[File:Melt me in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I only need myself and coldness&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 8 cold tiles&lt;br /&gt;
[[File:I only need myself and coldness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a clean lonely throne surrounded by hot soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 hot tiles&lt;br /&gt;
[[File:I want a clean lonely throne surrounded by hot soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want to be very lonely in the dark&lt;br /&gt;
|Solution: T4 seed on neutral tile at night&lt;br /&gt;
[[File:I want to be very lonely in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like mixed soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 cold tiles and 4 hot tiles&lt;br /&gt;
[[File:I like mixed soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 2 of each other tier&lt;br /&gt;
[[File:I need different friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 T4 seeds&lt;br /&gt;
[[File:I want some friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds&lt;br /&gt;
[[File:I want many friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Grow all of us in darkness&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds at night&lt;br /&gt;
[[File:Grow all of us in darkness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: In a full round there are two of us for each of our stronger brothers&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 3 T5 seeds and 5 T4 seeds&lt;br /&gt;
[[File:In a full round there are two of us for each of our stronger brothers T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Hide me in broad daylight behind a hot wall of my kind&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center neutral tile surround by 8 T4 seeds on hot tiles.&lt;br /&gt;
[[File:Hide me in broad daylight behind a hot wall of my kind T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold bells at night&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T3 seeds on cold tiles at night&lt;br /&gt;
[[File:I like cold bells at night T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot bells at night ... but not too close&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by empty neutral tiles and 16 T3 seeds on hot tiles at night&lt;br /&gt;
[[File:I like hot bells at night ... but not to close T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: At noon when the 9 commoners bowed before their bells I froze&lt;br /&gt;
|Solution: During the day, T4 seed on cold tile with 9 T1 and T3 seeds next to each other&lt;br /&gt;
[[File:At noon when the 9 commoners bowed before their bells I froze T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: Hearing the 8 bells consume cauliflowers at night made me hot (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, place a T4 seed on center hot tile surrounded by a ring of 8 T3 seeds and 7+ T2 seeds anywhere on the outer ring.&lt;br /&gt;
[[File:Hearing the 8 bells consume cauliflowers at night made me hot T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: In broad daylight I am the center of attention in a neutral world full of ignorance (Non 3x3 pattern)&lt;br /&gt;
|Solution: during the day, place a T4 seed on middle with t1 seeds filling up the rest of the board&lt;br /&gt;
[[File:In broad daylight I am the center of attention in a neutral world full of ignorance T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: We only exist within a burning hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center hot tile surround by a full grid of T4 seeds on hot tiles.&lt;br /&gt;
[[File:We only exist within a burning hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: We only exist within a frozen hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In night mode. A T4 seed on the center cold tile surround by a full grid of T4 seeds on cold tiles.&lt;br /&gt;
[[File:We only exist within a frozen hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T4 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Brain Plant===&lt;br /&gt;
Cost to plant: {{cost|8,000,000,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T5 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The soil shall become lava&lt;br /&gt;
|Solution: In day mode. A grid of 9 hot tiles with a T5 seed on the center tile.&lt;br /&gt;
[[File:The soil shall become lava T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: There is nothing colder than me&lt;br /&gt;
|Solution: During night, one T5 seed on cold tile surrounded by 8 cold tiles.&lt;br /&gt;
[[File:There is nothing colder than me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am surrounded by my weakest friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T1 seeds.&lt;br /&gt;
[[File:I am surrounded by my weakest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I sweat at night while my friends freeze&lt;br /&gt;
|Solution: During night, one T5 seed on hot tile surrounded by 8 T1 seeds on cold tiles.&lt;br /&gt;
[[File:I sweat at night while my friends freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I warm my weak friends&lt;br /&gt;
|Solution: One T5 seed on hot tile surrounded by 1 seed of each tier on cold tiles.&lt;br /&gt;
[[File:I warm my weak friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: A crowd of hot cauliflowers froze my heart&lt;br /&gt;
|Solution: One T5 seed on cold tile surrounded by 8 T2 seeds on hot tiles.&lt;br /&gt;
[[File:A crowd of hot cauliflowers froze my heart.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T5 seed on neutral tile surrounded by 2 of each other tier.&lt;br /&gt;
[[File:I need different friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 4 T5 seeds.&lt;br /&gt;
[[File:I want some friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T5 seeds.&lt;br /&gt;
[[File:I want many friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot bells and I can not lie&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T3 seeds.&lt;br /&gt;
[[File:I like hot bells and i can not lie T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I hang with my hot siblings at night&lt;br /&gt;
|Solution: During night, one T5 seed on neutral ground surrounded by 8 T5 seeds on hot tiles.&lt;br /&gt;
[[File:I hang with my hot siblings at night T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want everything to be balanced and equal (Non 3x3 pattern)&lt;br /&gt;
|Solution: One T5 seed on neutral ground, surrounded by 2 seeds of each tier, each on one cold and one hot tile.&lt;br /&gt;
[[File:I want everything to be balanced and equal T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am nothing but a shadow of my cold friend&lt;br /&gt;
|Solution: During day, two T5 seeds on cold tiles next to each other.&lt;br /&gt;
[[File:I am nothing but a shadow of my cold friend T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: All my friends are here and the stronger they are the more there are (Non 3x3 pattern)&lt;br /&gt;
|Solution: Needs 1 T1, 2 T2, 3 T3, 4 T4, 5 T5 and then one more T5 in the middle.&lt;br /&gt;
[[File:All my friends are here and the stronger they are the more there are T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: A couple of my friends like it cold like me while a dozen of them are the opposite (Non 3x3 pattern)&lt;br /&gt;
|Solution: 3 T5 seeds in the middle on cold tiles, surrounded by 12 T5 seeds on hot tiles.&lt;br /&gt;
[[File:A couple of my friends like it cold like me while a dozen of them are the opposite T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: My sister is on the other side (Non 3x3 pattern)&lt;br /&gt;
|Solution: Two T5 seeds on opposite corners.&lt;br /&gt;
[[File:My sister is on the other side T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Bushes try to freeze me at night, but we fight back (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, one T5 seed in the middle on cold tiles, surrounded by 8 T4 seeds on cold tiles, surrounded by 16 T5 seeds on hot tiles.&lt;br /&gt;
[[File:Bushes try to freeze me at night but we fight back T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: At night my heat is the center of attention in a cold world (Non 3x3 pattern)&lt;br /&gt;
|Solution: During night, one T5 seed on a hot tile with T1 seeds on cold tiles on the whole board.&lt;br /&gt;
[[File:At night my heat is the center of attention in a cold world T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am the cold center of this hot empty place (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T5 seed on a center cold tile surround by a full empty hot tiles.&lt;br /&gt;
[[File:I am the cold center of this hot empty place T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T5 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Harvesting plants also rewards points that can be spent on various upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Watering can.png|link=Special:FilePath/Watering_can.png]] '''Watering can''' - Increase the time which watering lasts (has an upper limit).&lt;br /&gt;
&lt;br /&gt;
[[File:Auto replant.png|link=Special:FilePath/Auto_replant.png]] '''Auto replant''' - Enable plants to automatically harvest and replant every time it grows.&lt;br /&gt;
&lt;br /&gt;
[[File:Fertilize.png|link=Special:FilePath/Fertilize.png]] '''Prestige''' - Removes all the plants from the grid and increases plants growth speed by 25% (multiplicative).&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mutations&amp;lt;br&amp;gt;discovered!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature Taste&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Adaptive Regeneration&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Shield of Nature&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Violent Seeds&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|30px|link=Special:FilePath/Ultimate_Module.png]] Rejuvenate&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gaia's path&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature's wrath&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Daybloom&lt;br /&gt;
|-&lt;br /&gt;
!35&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gigantic vines&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 104)&lt;br /&gt;
| +% Nature damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 103)&lt;br /&gt;
| +% Nature resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1481</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1481"/>
		<updated>2021-05-31T14:54:51Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: added an image to the module section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Military Tier 0-1}}&lt;br /&gt;
&lt;br /&gt;
If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main game-play loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
[[File:Starting Modules.png|thumb|231x231px|Your 4 starting modules which will lead you to greatness...]]&lt;br /&gt;
Modules are abilities that you can add to your tower. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral damage)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Provides hit points regeneration over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that '''Basic Attack''' does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with in-game EXP, which upgrades the module's level, making it stronger. For example upgrading '''Basic Attack''' will increase the damage you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to upgrade basic attack high enough in order to one-shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses can often one-shot you. Upgrading regeneration is good, but should now be your top priority.&lt;br /&gt;
&lt;br /&gt;
=Town=&lt;br /&gt;
Inevitably, you will lose to the enemies due to them consistently out scaling you. Do not fret, for the game has only just begun! In fact, this brings us to where a lot of things would take place: '''[[Town]].'''&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
Read More: [[Construction Firm]]&lt;br /&gt;
&lt;br /&gt;
If you enabled the town tutorial, you will be directed to the construction firm to build the workshop and we go into a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, you unlock more buildings that would help you build the perfect tower. However, as you have noticed, it requires '''brown resources''' (or construction firm resources). How do we get those brown resources? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. &lt;br /&gt;
[[File:Resource box.png|thumb|Town resources can be converted to the buildings' respective resource using the &amp;quot;+&amp;quot; button]]&lt;br /&gt;
Now using those brown resources, go ahead and build your first building, the '''Workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing runs and gain resources.&lt;br /&gt;
#Go to town and use those resources on building/tiering buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower statistics.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
Here is where we get to the good stuff. You can convert town resources into blue resources in order to upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
#Convert resources to blue resources.&lt;br /&gt;
#You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist). It is recommended you upgrade basic attack first.&lt;br /&gt;
#Every time you go in tower testing, module upgrade costs start at 1 EXP, regardless of if you have upgraded your modules beforehand in the workshop.&lt;br /&gt;
#Workshop upgrades scale in blue resources the same as EXP costs in a round, so beware and keep in mind that modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Towertesting completedW100.png|thumb|Round completion screen. You'll unlock a new region on completing easy in the previous region. ]]&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. More information on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
In order to reach a new region you must beat wave 100 on the previous region first (see right).&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint! (3 more per tier, 4 with &amp;quot;Engineering&amp;quot; workshop skill)&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint. Alternatively, you can also double click modules to equip or unequip them.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing mainly on workshop and construction firm, other buildings are able to help you.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
The mine is an interesting place. You can use orange resources to drill, uncover new layers in order to gain resources and resource shards using orange resources, and unlock more resource shard layers the deeper you dig. &lt;br /&gt;
&lt;br /&gt;
The shards can be then turned into their resource counterpart or be used in factory, which is explained next section. You can upgrade the drill to drill down faster, use less fuel, and increase your maximum fuel capacity. By mining layers, you can also find various boosts like conversion rate reduction from shards to cubes and reduce the cost for digging tiles in layers. Tiering up the mine will give additional shards and resources. It is not recommended to fully uncover layers as they can waste a lot of resources early on.&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
Factory is one of the best buildings other than workshop and construction firm and is very complex but I will try to talk about it to the basic point and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The main goal in factory is to buy objects using red resources and manipulate them to create producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when upgrading producer they exponentially give higher resources meaning 1 upgrade can give a massive boost to production so it is important to not ignore this during the entire game.&lt;br /&gt;
&lt;br /&gt;
=Back to Testing=&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]]&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''basic multishot''' and '''basic bouncing''' both very good modules as they both give faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both must haves. You may have also been getting different element attacks and bursts. These are not really necessary but good if you have extra space for additional damage. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''nature's touch.''' this module not only will do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your dmg scales. Also, '''wave resources''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, and among others to create power. Tiering it up gives access to more objects to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradeable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
To talk about laboratory broadly, in includes minigames to play for new modules. Tiering up this building will introduce more mini-games. Laboratory minigames are a big thing to talk about, so click [[Laboratory|here]] in order to redirect to the Laboratory page for help with a specific mini-game.&lt;br /&gt;
&lt;br /&gt;
==Headquarters==&lt;br /&gt;
This is an important building, as it has the main prestige system in the game, '''military tier(mt).''' This will help you progress by resetting all of your resources and module lvls and tiers in exchange for gems and more features! However, you must meat some requirements such as module count and region unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. Thera feature but you don't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them threats to early-game players, as well as being ranged like archers. Because of this, think about potentially maxing multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules and finally beat it. (More info added later)&lt;br /&gt;
&amp;lt;br /&amp;gt;{{ProgressionGuides}}&lt;br /&gt;
{{DEFAULTSORT:Military Tier 0-1}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Starting_Modules.png&amp;diff=1480</id>
		<title>File:Starting Modules.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Starting_Modules.png&amp;diff=1480"/>
		<updated>2021-05-31T14:53:15Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first 4 modules you automatically have to create something great...&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1470</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1470"/>
		<updated>2021-05-31T00:03:18Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Minor additions of info to mine and factory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Military Tier 0-1}}&lt;br /&gt;
&lt;br /&gt;
If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main gameplay loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Modules are abilities that you can add to your tower later on. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral dmg)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking or decreases the waiting in between each attack)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Makes your hit points regenerate over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that basic attack does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with EXP in-game, which upgrades the modules lvl for more buffs. For example upgrading '''Basic Attack''' will increase the neutral dmg you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to bring your basic attack high enough in order to one shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses will often one-shot you. Upgrading regeneration is good, but often should be less.&lt;br /&gt;
&lt;br /&gt;
==Town==&lt;br /&gt;
Sonner or later, you will lose to the enemies due to them consistently out scaling you. Do not fret, it's not game over! In fact, in brings you to the heart of where a lot of things takes place: '''The Town.'''&lt;br /&gt;
&lt;br /&gt;
===Construction firm===&lt;br /&gt;
If you enabled town tutorial, you will be shown the construction firm and the workshop but we go in a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, more other buildings unlock to help build the perfect tower. However, as you have noticed, it requires '''brown cubes''' (or construction firm resources). How do we get those brown cubes? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. Now using those brown resources, go ahead and build your first building, the '''workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing and gain resources.&lt;br /&gt;
#Go to town and use those resources on buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
Here we get to the good stuff. You can convert town resources into blue resources in order to (almost) '''permanently''' upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
#Convert resources to blue resources.&lt;br /&gt;
#You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist) Recommend upgrading basic attack first&lt;br /&gt;
#Every time you go in tower testing, EXP costs start at 1, and workshop upgrades don't add to the scaling!&lt;br /&gt;
#Workshop upgrades do scale though, so beware and keep in mind that usually modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. In order to reach a new region you must beat wave 100 on the previous region first. (add picture) More info on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint!&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing on workshop and construction firm, other buildings are noticeable and will still help you.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
The mine is an interesting place. You can use orange cubes to drill and unlock layers in order to farm shards using more orange resources. The shards can be then turned into their cube counterpart or be used in factory, which is explained next. You can upgrade the drill to drill down faster, use less fuel, and more max fuel. By mining in layers, you can also find various boosts like less conversion rate from shards to cubes and less cost for digging in the layers. Tiering up mine will give additional shards and resources. It is recommended to not start digging layers fully as they can waste a lot of resources early on.&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
Factory is one of the best buildings other than workshop and construction firm and is very complex but I will try to talk about it to the basic point and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The main goal in factory is to buy objects using red resources and manipulate them to create producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when upgrading producer they exponentially give higher resources meaning 1 upgrade can give a massive boost to production so it is important to not ignore this during the entire game.&lt;br /&gt;
&lt;br /&gt;
==Back to Testing==&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]]&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''basic multishot''' and '''basic bouncing''' both very good modules as they both give faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both must haves. You may have also been getting different element attacks and bursts. These are not really necessary but good if you have extra space for additional damage. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''nature's touch.''' this module not only will do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your dmg scales. Also, '''wave resources''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, and among others to create power. Tiering it up gives access to more objects to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradeable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
===Laboratory===&lt;br /&gt;
To talk about laboratory broadly, in includes minigames to play for new modules. Tiering up this building will introduce more mini-games. Laboratory minigames are a big thing to talk about, so click [[Laboratory|here]] in order to redirect to the Laboratory page for help with a specific mini-game.&lt;br /&gt;
&lt;br /&gt;
===Headquarters===&lt;br /&gt;
This is an important building, as it has the main prestige system in the game, '''military tier(mt).''' This will help you progress by resetting all of your resources and module lvls and tiers in exchange for gems and more features! However, you must meat some requirements such as module count and region unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. Thera feature but you don't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them threats to early-game players, as well as being ranged like archers. Because of this, think about potentially maxing multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules and finally beat it. (More info added later)&lt;br /&gt;
&amp;lt;br /&amp;gt;{{ProgressionGuides}}&lt;br /&gt;
{{DEFAULTSORT:Military Tier 0-1}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1469</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1469"/>
		<updated>2021-05-30T23:58:23Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: change title (I think)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Military Tier 0-1}}&lt;br /&gt;
&lt;br /&gt;
If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main gameplay loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Modules are abilities that you can add to your tower later on. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral dmg)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking or decreases the waiting in between each attack)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Makes your hit points regenerate over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that basic attack does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with EXP in-game, which upgrades the modules lvl for more buffs. For example upgrading '''Basic Attack''' will increase the neutral dmg you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to bring your basic attack high enough in order to one shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses will often one-shot you. Upgrading regeneration is good, but often should be less.&lt;br /&gt;
&lt;br /&gt;
==Town==&lt;br /&gt;
Sonner or later, you will lose to the enemies due to them consistently out scaling you. Do not fret, it's not game over! In fact, in brings you to the heart of where a lot of things takes place: '''The Town.'''&lt;br /&gt;
&lt;br /&gt;
===Construction firm===&lt;br /&gt;
If you enabled town tutorial, you will be shown the construction firm and the workshop but we go in a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, more other buildings unlock to help build the perfect tower. However, as you have noticed, it requires '''brown cubes''' (or construction firm resources). How do we get those brown cubes? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. Now using those brown resources, go ahead and build your first building, the '''workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing and gain resources.&lt;br /&gt;
#Go to town and use those resources on buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
Here we get to the good stuff. You can convert town resources into blue resources in order to (almost) '''permanently''' upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
#Convert resources to blue resources.&lt;br /&gt;
#You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist) Recommend upgrading basic attack first&lt;br /&gt;
#Every time you go in tower testing, EXP costs start at 1, and workshop upgrades don't add to the scaling!&lt;br /&gt;
#Workshop upgrades do scale though, so beware and keep in mind that usually modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. In order to reach a new region you must beat wave 100 on the previous region first. (add picture) More info on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint!&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing on workshop and construction firm, other buildings are noticeable and will still help you.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
The mine is an interesting place. You can use orange cubes to drill and unlock layers in order to farm shards using more orange resources. The shards can be then turned into their cube counterpart or be used in factory, which is explained next. You can upgrade the drill to drill down faster, use less fuel, and more max fuel. By mining in layers, you can also find various boosts like less conversion rate from shards to cubes and less cost for digging in the layers. Tiering up mine will give additional shards and resources.&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
Factory is one of the best buildings other than workshop and construction firm and is very complex but I will try to talk about it to the basic point and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The main goal in factory is to buy objects using red resources and manipulate them to create producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
==Back to Testing==&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]]&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''basic multishot''' and '''basic bouncing''' both very good modules as they both give faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both must haves. You may have also been getting different element attacks and bursts. These are not really necessary but good if you have extra space for additional damage. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''nature's touch.''' this module not only will do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your dmg scales. Also, '''wave resources''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, and among others to create power. Tiering it up gives access to more objects to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradeable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
===Laboratory===&lt;br /&gt;
To talk about laboratory broadly, in includes minigames to play for new modules. Tiering up this building will introduce more mini-games. Laboratory minigames are a big thing to talk about, so click [[Laboratory|here]] in order to redirect to the Laboratory page for help with a specific mini-game.&lt;br /&gt;
&lt;br /&gt;
===Headquarters===&lt;br /&gt;
This is an important building, as it has the main prestige system in the game, '''military tier(mt).''' This will help you progress by resetting all of your resources and module lvls and tiers in exchange for gems and more features! However, you must meat some requirements such as module count and region unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. Thera feature but you don't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them threats to early-game players, as well as being ranged like archers. Because of this, think about potentially maxing multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules and finally beat it. (More info added later)&lt;br /&gt;
&amp;lt;br /&amp;gt;{{ProgressionGuides}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1462</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1462"/>
		<updated>2021-05-29T21:11:55Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: minor info change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main gameplay loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Modules are abilities that you can add to your tower later on. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral dmg)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking or decreases the waiting in between each attack)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Makes your hit points regenerate over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that basic attack does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with EXP in-game, which upgrades the modules lvl for more buffs. For example upgrading '''Basic Attack''' will increase the neutral dmg you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to bring your basic attack high enough in order to one shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses will often one-shot you. Upgrading regeneration is good, but often should be less.&lt;br /&gt;
&lt;br /&gt;
==Town==&lt;br /&gt;
Sonner or later, you will lose to the enemies due to them consistently out scaling you. Do not fret, it's not game over! In fact, in brings you to the heart of where a lot of things takes place: '''The Town.'''&lt;br /&gt;
&lt;br /&gt;
===Construction firm===&lt;br /&gt;
If you enabled town tutorial, you will be shown the construction firm and the workshop but we go in a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, more other buildings unlock to help build the perfect tower. However, as you have noticed, it requires '''brown cubes''' (or construction firm resources). How do we get those brown cubes? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. Now using those brown resources, go ahead and build your first building, the '''workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing and gain resources.&lt;br /&gt;
#Go to town and use those resources on buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
Here we get to the good stuff. You can convert town resources into blue resources in order to (almost) '''permanently''' upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
#Convert resources to blue resources.&lt;br /&gt;
#You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist) Recommend upgrading basic attack first&lt;br /&gt;
#Every time you go in tower testing, EXP costs start at 1, and workshop upgrades don't add to the scaling!&lt;br /&gt;
#Workshop upgrades do scale though, so beware and keep in mind that usually modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. In order to reach a new region you must beat wave 100 on the previous region first. (add picture) More info on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint!&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing on workshop and construction firm, other buildings are noticeable and will still help you.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
The mine is an interesting place. You can use orange cubes to drill and unlock layers in order to farm shards using more orange resources. The shards can be then turned into their cube counterpart or be used in factory, which is explained next. You can upgrade the drill to drill down faster, use less fuel, and more max fuel. By mining in layers, you can also find various boosts like less conversion rate from shards to cubes and less cost for digging in the layers. Tiering up mine will give additional shards and resources.&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
Factory is one of the best buildings other than workshop and construction firm and is very complex but I will try to talk about it to the basic point and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The main goal in factory is to buy objects using red resources and manipulate them to create producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
==Back to Testing==&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]]&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''basic multishot''' and '''basic bouncing''' both very good modules as they both give faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both must haves. You may have also been getting different element attacks and bursts. These are not really necessary but good if you have extra space for additional damage. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''nature's touch.''' this module not only will do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your dmg scales. Also, '''wave resources''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
===Power Plant===&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, and among others to create power. Tiering it up gives access to more objects to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradeable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
===Laboratory===&lt;br /&gt;
To talk about laboratory broadly, in includes minigames to play for new modules. Tiering up this building will introduce more mini-games. Laboratory minigames are a big thing to talk about, so click [[Laboratory|here]] in order to redirect to the Laboratory page for help with a specific mini-game.&lt;br /&gt;
&lt;br /&gt;
===Headquarters===&lt;br /&gt;
This is an important building, as it has the main prestige system in the game, '''military tier(mt).''' This will help you progress by resetting all of your resources and module lvls and tiers in exchange for gems and more features! However, you must meat some requirements such as module count and region unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. Thera feature but you don't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them threats to early-game players, as well as being ranged like archers. Because of this, think about potentially maxing multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules and finally beat it. (More info added later)&lt;br /&gt;
&amp;lt;br /&amp;gt;{{ProgressionGuides}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1461</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1461"/>
		<updated>2021-05-29T21:04:45Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Added more info about buildings and the game in general. Also added info about mods and military tier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main gameplay loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Modules are abilities that you can add to your tower later on. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
*'''Basic attack''' (Deals neutral dmg)&lt;br /&gt;
*'''Attack speed''' (Increases speed of attacking or decreases the waiting in between each attack)&lt;br /&gt;
*'''Stone foundation''' (Increases base hit points)&lt;br /&gt;
*'''Basic Regeneration''' (Makes your hit points regenerate over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that basic attack does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with EXP in-game, which upgrades the modules lvl for more buffs. For example upgrading '''Basic Attack''' will increase the neutral dmg you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to bring your basic attack high enough in order to one shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses will often one-shot you. Upgrading regeneration is good, but often should be less.&lt;br /&gt;
&lt;br /&gt;
==Town==&lt;br /&gt;
Sonner or later, you will lose to the enemies due to them consistently out scaling you. Do not fret, it's not game over! In fact, in brings you to the heart of where a lot of things takes place: '''The Town.'''&lt;br /&gt;
&lt;br /&gt;
===Construction firm===&lt;br /&gt;
If you enabled town tutorial, you will be shown the construction firm and the workshop but we go in a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, more other buildings unlock to help build the perfect tower. However, as you have noticed, it requires '''brown cubes''' (or construction firm resources). How do we get those brown cubes? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. Now using those brown resources, go ahead and build your first building, the '''workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
#Do tower testing and gain resources.&lt;br /&gt;
#Go to town and use those resources on buildings.&lt;br /&gt;
#Use the buildings to upgrade your tower.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
===Workshop===&lt;br /&gt;
Here we get to the good stuff. You can convert town resources into blue resources in order to (almost) '''permanently''' upgrade your modules. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
# Convert resources to blue resources.&lt;br /&gt;
# You can use the blue resources to upgrade mods that will persist through tower testing (upgrades bought with EXP do not persist) Recommend upgrading basic attack first&lt;br /&gt;
# Every time you go in tower testing, EXP costs start at 1, and workshop upgrades don't add to the scaling!&lt;br /&gt;
# Workshop upgrades do scale though, so beware and keep in mind that usually modules cap at level 100, with some exceptions like attack speed.&lt;br /&gt;
&lt;br /&gt;
At this point most of your resources should be going to workshop in order to increase future profits in tower testing.&lt;br /&gt;
&lt;br /&gt;
As you probably noticed by now, the tower testing menu is...different. You can change regions by clicking on the picture of the region and can see the elements under it. Arrows can also be used to navigate through to different regions. In order to reach a new region you must beat wave 100 on the previous region first. (add picture) More info on tower testing can be found [[Tower Testing|here.]]&lt;br /&gt;
&lt;br /&gt;
You can tier up the workshop via the construction firm and be able to add more modules to your blueprint!&lt;br /&gt;
&lt;br /&gt;
You can add module by dragging them from the right into your blueprint.&lt;br /&gt;
&lt;br /&gt;
Though you should be focusing on workshop and construction firm, other buildings are noticeable and will still help you.&lt;br /&gt;
&lt;br /&gt;
=== Mine ===&lt;br /&gt;
The mine is an interesting place. You can use orange cubes to drill and unlock layers in order to farm shards using more orange resources. The shards can be then turned into their cube counterpart or be used in factory, which is explained next. You can upgrade the drill to drill down faster, use less fuel, and more max fuel. By mining in layers, you can also find various boosts like less conversion rate from shards to cubes and less cost for digging in the layers. Tiering up mine will give additional shards and resources.&lt;br /&gt;
&lt;br /&gt;
=== Factory ===&lt;br /&gt;
Factory is one of the best buildings other than workshop and construction firm and is very complex but I will try to talk about it to the basic point and talk about it more in depth later.&lt;br /&gt;
&lt;br /&gt;
The main goal in factory is to buy objects using red resources and manipulate them to create producers, which give automatic production even offline! The more you tier up factory, bigger inventory space, more crafting space and more recipes will be unlocked. Later, you will unlock machines to manipulate ingots and ores into all you will ever need. Like using a presser to make an ingot into a plate. You can upgrade the machines for higher efficiency. You will notice in the shop that up until t3 items are sold. In order to get higher tier, you refine your shards from mine to give ore once completed. You can use and upgrade the machine belt to speed up the process. All of this goes back to getting enough resources for higher tier producers.&lt;br /&gt;
&lt;br /&gt;
== Back to Testing ==&lt;br /&gt;
At this point you should grind resources in tower testing to unlock more features. However, you may have noticed that you unlocked new modules. This section will talk about what modules to use in general in your blueprint. If you want more info and drop chances and modules in general, click [[Modules|here]]&lt;br /&gt;
&lt;br /&gt;
By now you should have unlocked '''basic multishot''' and '''basic bouncing''' both very good modules as they both give faster kills, as in theory they make you attack faster by attacking multiple enemies on screen, making it possible to clear a wave without enemies reaching you with enough luck and one-shot enemies. Both must haves. You may have also been getting different element attacks and bursts. These are not really necessary but good if you have extra space for additional damage. Bursts are like critical hits so same with attacks put it in after everything else.&lt;br /&gt;
&lt;br /&gt;
One exception is '''nature's touch.''' this module not only will do more damage than basic attack but also heals you for a percentage of your damage, which is extremely useful as it is a percent and scales when your dmg scales. Also, '''wave resources''' is a particularly noticeable module as it gives resources per wave, which is very useful later, so put it in your blueprint.&lt;br /&gt;
&lt;br /&gt;
Other than this, you should be able to complete region 1, forest, easily after enough workshop upgrades. You have now unlocked the second region, desert. Before we move on however, we need to talk about more buildings.&lt;br /&gt;
&lt;br /&gt;
=== Power Plant ===&lt;br /&gt;
Power plant is like some other incremental games. you use yellow resources to build reactors, turbines, and among others to create power. Tiering it up gives access to more objects to place. Keep in mind chests of coal for example can run out and must be replaced with another one. Also, some objects like yellow batteries are upgradeable if they have a white square background which in case click to use yellow resources to upgrade them. More info can be found [[Power Plant|here]]&lt;br /&gt;
&lt;br /&gt;
=== Laboratory ===&lt;br /&gt;
To talk about laboratory broadly, in includes minigames to play for new modules. Tiering up this building will introduce more mini-games. Laboratory minigames are a big thing to talk about, so click [[Laboratory|here]] in order to redirect to the Laboratory page for help with a specific mini-game.&lt;br /&gt;
&lt;br /&gt;
=== Headquarters ===&lt;br /&gt;
This is an important building, as it has the main prestige system in the game, '''military tier(mt).''' This will help you progress by resetting all of your resources in exchange for gems and more features! However, you must meat some requirements such as module count and region unlocked. Other than this feature, you can also get software using purple cubes in order to speed up tower testing further. Servers are used to increase the speed of getting software and another purpose later on, and contracts which can be used to boost your resource gain if you meet the requirements. Thera feature but you don't unlock it in this segment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You notice in tower testing that the new region, desert, has a new element and a new enemy type, wizard. Wizards have a slow attack speed but can slow down your tower's attack speed by '''half''' making them threats to early-game players, as well as being ranged like archers. Because of this, think about potentially maxing multishot and bouncing to maximize your clear speed for them not to hit you. Other than that, keep grinding and getting new modules and finally beat it. (More info added later)&lt;br /&gt;
&amp;lt;br /&amp;gt;{{ProgressionGuides}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1460</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1460"/>
		<updated>2021-05-29T19:56:44Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Added new information regarding town (1/2 edit)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
 '''Warning: This page and other related [[Progression Guides|progression guides]] are under construction and/or incomplete.'''&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
When you create a new save file, you have the option to turn off tutorials. I recommend you to keep these on as they help with understanding the game, but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into a [[Tower Testing|tower testing]] run. Tower testing consists of the main gameplay loop of the game where you test out clones of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
#Defeat enemies to gain experience&lt;br /&gt;
#Use the experience gained to upgrade modules which helps your tower become stronger.&lt;br /&gt;
#Each wave enemies get stronger and as such, your tower must also become stronger to defeat them.&lt;br /&gt;
#Each enemy killed would gain you a specific amount of Town resources, which would be talked about later on.&lt;br /&gt;
#The round will end once the tower's hit points reaches zero or on beating Wave 100.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Stats==&lt;br /&gt;
[[File:Tower testing enemy stats .png|thumb|&amp;lt;small&amp;gt;Top down: Enemies Alive (Max 100), Enemy Damage, Enemy HP&amp;lt;/small&amp;gt;]]&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss''' enemies. Normal enemies use the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x damage and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output. &lt;br /&gt;
&lt;br /&gt;
==Elements==&lt;br /&gt;
Along with enemy types, each enemy also has an element associated with it. Each element treats elemental damage differently, such as being resistant to other elements or take extra damage from them. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water damage for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Modules are abilities that you can add to your tower later on. During your first tower test run, you have 4 modules, 2 offensive and 2 defensive:&lt;br /&gt;
&lt;br /&gt;
* '''Basic attack''' (Deals neutral dmg)&lt;br /&gt;
* '''Attack speed''' (Increases speed of attacking or decreases the waiting in between each attack)&lt;br /&gt;
* '''Stone foundation''' (Increases base hit points)&lt;br /&gt;
* '''Basic Regeneration''' (Makes your hit points regenerate over time)&lt;br /&gt;
&lt;br /&gt;
Most of these mods (short form of modules) are self explanatory, but it is important to note that basic attack does neutral damage.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded with EXP in-game, which upgrades the modules lvl for more buffs. For example upgrading '''Basic Attack''' will increase the neutral dmg you deal to enemies. Every time you upgrade a module, the EXP cost of it increases by 1. It is recommended to bring your basic attack high enough in order to one shot enemies and then upgrade attack speed to be able to take them out faster. Also upgrade your defensive modules to have more hp as archers can often get a hit in and bosses will often one-shot you. Upgrading regeneration is good, but often should be less.&lt;br /&gt;
&lt;br /&gt;
== Town ==&lt;br /&gt;
Sonner or later, you will lose to the enemies due to them consistently out scaling you. Do not fret, it's not game over! In fact, in brings you to the heart of where a lot of things takes place: '''The Town.'''&lt;br /&gt;
&lt;br /&gt;
=== Construction firm ===&lt;br /&gt;
If you enabled town tutorial, you will be shown the construction firm and the workshop but we go in a little more detail here.&lt;br /&gt;
&lt;br /&gt;
The construction firm is like a town hall; every time you upgrade it, more other buildings unlock to help build the perfect tower. However, as you have noticed, it requires '''brown cubes''' (or construction firm resources). How do we get those brown cubes? Remember the town resources from before, this is where it comes in play. You can convert your town resources to brown cubes to use them for building purposes. Now using those brown resources, go ahead and build your first building, the '''workshop.'''&lt;br /&gt;
&lt;br /&gt;
Before we move on, I will tell you the main loop of this game (up until this point).&lt;br /&gt;
&lt;br /&gt;
# Do tower testing and gain resources.&lt;br /&gt;
# Go to town and use those resources on buildings.&lt;br /&gt;
# Use the buildings to upgrade your tower.&lt;br /&gt;
# Repeat&lt;br /&gt;
&lt;br /&gt;
=== Workshop ===&lt;br /&gt;
Here we get to the good stuff. You can convert town resources into blue resources in order to (almost) '''permanently''' upgrade your modules. How it works{{ProgressionGuides}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1452</id>
		<title>Progression Guides</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1452"/>
		<updated>2021-05-29T17:55:51Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: - Linked mt 0-1 (still incomplete) to Progression Guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a collection of community curated guides for players for the purpose to help them in progressing in the game.&lt;br /&gt;
 This page and all sub-pages within are currently under construction. Information presented may be incomplete. (subject to change)&lt;br /&gt;
&lt;br /&gt;
=Early Game=&lt;br /&gt;
For players who have just started playing. The game may seem complex at first, but the game can be broken into several chunks each with their own unique goal. &lt;br /&gt;
&lt;br /&gt;
==For new players==&lt;br /&gt;
Main Article: [[Mt 0-1|mt0-1]] &lt;br /&gt;
&lt;br /&gt;
==Military Tier 1 (More Mechanics)==&lt;br /&gt;
Main Article: mt0-1&lt;br /&gt;
&lt;br /&gt;
==Military Tier 2-3 (Exotic Upgrades)==&lt;br /&gt;
Main Article: mt2-3&lt;br /&gt;
&lt;br /&gt;
==Military Tier 4-5 (Automation and Specialisations)==&lt;br /&gt;
Main Article: mt4-5&lt;br /&gt;
&lt;br /&gt;
This guide is for players who have just unlocked the Facility AI (MT4) and are looking into automating progress.&lt;br /&gt;
&lt;br /&gt;
=Mid Game=&lt;br /&gt;
This is the point in the game where endless mode becomes the main focus for progression.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 6-7 (Endless Runs)==&lt;br /&gt;
Main Article: mt6-7&lt;br /&gt;
&lt;br /&gt;
==Early Era (Era Primer)==&lt;br /&gt;
Main Article: mt8-10&lt;br /&gt;
&lt;br /&gt;
==Mid Era (Evolution)==&lt;br /&gt;
Main Article: mt8-10&lt;br /&gt;
&lt;br /&gt;
=Late Game=&lt;br /&gt;
This point in the game is where the focus starts to shift.&lt;br /&gt;
&lt;br /&gt;
==Late Era (to Infinity and beyond)==&lt;br /&gt;
Main Article: mt11-13&lt;br /&gt;
&lt;br /&gt;
==Infinity==&lt;br /&gt;
Main Article: mt 11-13&lt;br /&gt;
&lt;br /&gt;
=Current Endgame=&lt;br /&gt;
Main Article: mt14-15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Related Pages=&lt;br /&gt;
[[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
Credits to all the users who have helped in creating guides for each stage of progression and to those that allowed us to reproduce their guides from steam or from the [https://discord.gg/fireswordstudios discord server].&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1451</id>
		<title>Military Tier 0-1</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier_0-1&amp;diff=1451"/>
		<updated>2021-05-29T17:54:40Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Created a noob's guide to tpt2. Adding basic info to it, but it is incomplete for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are here, you must be new around here! Welcome to our community!&lt;br /&gt;
&lt;br /&gt;
Be warned that this game is still in Early-access and so changes might occur to the current progression system.&lt;br /&gt;
&lt;br /&gt;
Without further ado lets get started!&lt;br /&gt;
&lt;br /&gt;
('''Warning: This page and others similar to [[Progression Guides|Progression Guide]] are under construction and/or incomplete)'''&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
When you create a new save file, you have the option to turn on and off tutorials. I recommend you to turn these on as they help with understanding the game but if you don't, that is okay.&lt;br /&gt;
&lt;br /&gt;
Once you start the file, you should immediately be put into  [[Tower Testing|tower testing]] . Tower testing consists of the main loop of the game where you test out copies of your tower against the environment.&lt;br /&gt;
&lt;br /&gt;
The loop (in tower testing '''only''') goes like this:&lt;br /&gt;
&lt;br /&gt;
# Defeat enemies to gain experience&lt;br /&gt;
# Use the experience to upgrade modules which help your tower become stronger.&lt;br /&gt;
# Each wave enemies get harder and so your tower must become stronger to defeat them.&lt;br /&gt;
# You also gain Town resources, which will be talked about later on.&lt;br /&gt;
# The game will end once the tower's hit points reach zero or you beat wave 100.&lt;br /&gt;
&lt;br /&gt;
=== Enemies and Stats ===&lt;br /&gt;
On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about '''normal''', '''archer''', and '''boss'''. Normal uses the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x dmg and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output.&lt;br /&gt;
&lt;br /&gt;
=== Elements ===&lt;br /&gt;
Along with enemy types, each enemy also has a element associated with it. Each element treats elemental damage differently, such as being resistant or take extra damage. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water dmg for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found [[Elements|here]].&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1445</id>
		<title>Progression Guides</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=1445"/>
		<updated>2021-05-29T17:13:07Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Minor edit to text in &amp;quot;Early Game&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a collection of community curated guides for players for the purpose to help them in progressing in the game.&lt;br /&gt;
 This page and all sub-pages within are currently under construction. Information presented may be incomplete. (subject to change)&lt;br /&gt;
&lt;br /&gt;
=Early Game=&lt;br /&gt;
For players who have just started playing. The game may seem complex at first, but the game can be broken into several chunks each with their own unique goal. &lt;br /&gt;
&lt;br /&gt;
==Military Tier 0-1 (For new players)==&lt;br /&gt;
Main Article: mt0-1 (replace with link)&lt;br /&gt;
&lt;br /&gt;
==Military Tier 2-3 (Exotic Upgrades)==&lt;br /&gt;
Main Article: mt2-3&lt;br /&gt;
&lt;br /&gt;
==Military Tier 4-5 (Automation and Specialisations)==&lt;br /&gt;
Main Article: mt4-5&lt;br /&gt;
&lt;br /&gt;
This guide is for players who have just unlocked the Facility AI (MT4) and are looking into automating progress.&lt;br /&gt;
&lt;br /&gt;
=Mid Game=&lt;br /&gt;
This is the point in the game where endless mode becomes the main focus for progression.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 6-7 (Endless Runs)==&lt;br /&gt;
Main Article: mt6-7&lt;br /&gt;
&lt;br /&gt;
==Early to Mid Era (Evolution)==&lt;br /&gt;
Main Article:mt8-10&lt;br /&gt;
&lt;br /&gt;
=Late Game=&lt;br /&gt;
This point in the game is where the focus starts to shift.&lt;br /&gt;
&lt;br /&gt;
==Late Era (to Infinity and beyond)==&lt;br /&gt;
Main Article: mt11-13&lt;br /&gt;
&lt;br /&gt;
=Current Endgame=&lt;br /&gt;
Main Article: mt14-15&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1425</id>
		<title>Era</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1425"/>
		<updated>2021-05-20T14:10:11Z</updated>

		<summary type="html">&lt;p&gt;Arvingoperfect: Basically added some things to the Era page about progression. This is still a work in progress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Era content}}&lt;br /&gt;
'''Era''' is a phase of the game which opens up at [[Military Tier]] 8. Era begins when the player reaches wave 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
Upon reaching Era, [[enemies]] gain an Era shield and various [[Enemies#Era Powers|Era powers]], depending on their [[elements|element]].&lt;br /&gt;
{{stub}}&lt;br /&gt;
Every time you hit wave 100b, the era counter increases by 1. For example, if you are in era 5 and hit wave 100b, your era increases to 6.&lt;br /&gt;
&lt;br /&gt;
There are several ways to combat the era enemies' shield and various powers, which most are found in [[Workshop]]--&amp;gt;Stairs&lt;br /&gt;
&lt;br /&gt;
=== Tab 1 ===&lt;br /&gt;
In the first tab of the stairs, you will find various bars, 2 for each element to fill. In order to fill these bars, you must kill era enemies of that [[Elements|element]] and get hit by them (You must take at least 0.1 damage to count as a hit) during tower testing. Once a bar is filled for an element, you can reveal it to find out one of the element's era powers. When both bars are revealed for one element, that element may now be disabled and will appear in tab 2 and unlock tab 2 if you haven't already done so. You may need to reach era in different regions if you want to reveal all the elements.&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Arvingoperfect</name></author>
		
	</entry>
</feed>