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	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-04-30T10:58:04Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2870</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2870"/>
		<updated>2023-06-18T00:28:26Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Fized typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the Statue of Cubos in the [[Construction Firm]] will unlock more upgrades per boss, and each upgrade on tiers 2+ needs the upgrade bought on the lower tier to buy it. (Note: Upgrades will be replaced with boss modules with the upcoming reworks.)&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique fights that each play very differently than the core game loop. Each one is based on a different game genre and contains different game mechanics.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu. On the bottom next to the fight button are arrows to increase the tier of boss you wish to fight. Click to go up by 1 tier, or shift-click to go up by 100 (or to your highest tier if lower than 100).&lt;br /&gt;
&lt;br /&gt;
The first 4 bosses have a set of boss modules you can use in the fight to greatly increase your power, unlocked by acquiring all the linked modules listed next to them. These give certain abilities to the Tower that increase in power with their tier (upgraded using Statue resources) and combat experience (obtained by killing the respective boss with it equipped). Currently, Cylindro, Cubos Jr and Dodecai all have been reworked, but Pyramidas has yet to receive an official rework as of now. The final boss will not have boss modules, and will instead get a hardmode for those that want the challenge.&lt;br /&gt;
&lt;br /&gt;
Higher tier bosses will gain new abilities at tiers 2, 3, 5, 8, 13, and 21 (following the Fibonacci sequence), as well as a slight increase to their base stats at each tier. This aims to keep the challenge of higher tier bosses fun, and avoid them feeling monotonous or like a slog to complete.&lt;br /&gt;
&lt;br /&gt;
Defeating bosses will award you with exotic gems, combat experience and maybe even an artifact or two, and can even grant achievements under certain conditions.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems and &amp;lt;code&amp;gt;15 * (tier-1)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 6&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
*'''Long Jump:''' Down or S; requires Acrobatic Plugin boss module&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Cylindro's boss modules increase stats of the tower, like upgrades did before. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Searing Projectiles'''&lt;br /&gt;
**''Linked Modules: Phoenix Bounce, Light Splash, Earth Taste.''&lt;br /&gt;
**Increases the damage of the tower’s projectiles based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Hardened Shell'''&lt;br /&gt;
**''Linked Modules: Stab Protection, Reflect, Shelter''&lt;br /&gt;
**Reduces incoming damage based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Charged Powerups'''&lt;br /&gt;
**''Linked Modules: Moon Energy,  Recharge,  Energy Flow''&lt;br /&gt;
**Decreases powerup spawn cooldown and increases powerup energy refill amount based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Streamlined Hull'''&lt;br /&gt;
**''Linked Modules: Light Crit, Overcharge,  Air Shell''&lt;br /&gt;
**Increases Tower movement speed based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Acrobatic Plugin'''&lt;br /&gt;
**''Linked Modules: Avalanche, Lightning, Redirect''&lt;br /&gt;
**Allows you to jump to the opposite side of the arena using the down arrow or S key in a certain amount of time; delay is reduced with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Epic Gyroscope'''&lt;br /&gt;
**''Linked Modules: Hurricane, Super Tower, Tremors''&lt;br /&gt;
**Allows the tower to attack while moving, but with a higher energy cost and slower firerate. These penalties get weaker with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Idle Nanobots'''&lt;br /&gt;
**''Linked Modules: Shelter, Boss Shield, Advanced Heal''&lt;br /&gt;
**Allows the tower to passively regenerate health when not moving for a certain amount of time; health regeneration rate and delay after moving based on combat experience and module tier.&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms, which can be dodged by moving to adjacent pillars. Headbutts deal a base of 25% damage while waterstorms deal a base of 50% damage on hit, so try not to get hit too much if you don’t have Idle Nanobots or Hardened Shell. &lt;br /&gt;
&lt;br /&gt;
Cylindrio will spin 4 times before performing an attack, alternating between clockwise and counter-clockwise. '''Cylindrio spins significantly faster as his health gets low''', reducing the amount of downtime between his attacks and forcing the player to dodge more often.&lt;br /&gt;
&lt;br /&gt;
To damage Cylindro you need to fire missiles at him, which will cost energy. (No energy = no missiles)&lt;br /&gt;
You cannot fire missiles while moving between pillars unless you have Epic Gyroscope equipped. However, even without it you will still fire a single missile on jumping to a new platform if the fire button is held while moving due to you shooting during the single frame you are on the pillar. &lt;br /&gt;
&lt;br /&gt;
Green powerups will spawn periodically on random pillars and will restore energy when picked up.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Cylindro's slam will turn the focused pillar red which will make the tower jump more slowly on and off of it. &lt;br /&gt;
*Tier 3: Cylindro will sometimes spin rapidly before summoning damaging geysers on every pillar in the arena except for 2 of them. The 2 safe pillars will be highlighted in green and will always appear on opposite sides of the map to one another.&lt;br /&gt;
*Tier 5: Sometimes after a slam, Cylindro will spin around the stage, damaging you if you touch him. He also makes all three slammed pillars red when headbutting them instead of just one.&lt;br /&gt;
*Tier 8: Cylindro will occasionally spawn a geyser on a random pillar which will erupt after some time and damage the tower if they are on it. &lt;br /&gt;
*Tier 13: Cylindro will gain an invincible shield that spins around him and blocks projectiles. He gains extra shields at tiers 20 and 30, at which point the 3 shields combined will cover the vase majority of his body.&lt;br /&gt;
*Tier 21: Cylindro's wave cannon attacks become much more chaotic. &lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Energy Sphere:''' 5% base chance on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''You Spin Me Right Around:''' Defeat Cylindro while he is doing his slam attack. (Also applies to his roll attack at tiers 5+&lt;br /&gt;
*'''Cylindro Hater:''' Defeat Cylindro 1000 times.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems.&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Metal Plating:''' 15% chance to drop on victory.&lt;br /&gt;
*'''Vine Monster:''' 5% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Botanophobia:''' Destroy all vines before destroying any tesla coils.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems, and ____ combat experience. (Someone find formula pls)&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, scroll wheel or space bar&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Cubos Jr.'s boss modules increase stats of the tower, modify tower movement, or modify bomb behaviour. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Scattering'''&lt;br /&gt;
**''Linked Modules: Combustion, Fire Focus, Earth Focus''&lt;br /&gt;
**Makes bombs explode on diagonal tiles (instead of just orthogonal), but decreases bomb damage. Bomb damage penalty decreases with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Perfect Rhythm'''&lt;br /&gt;
**''Linked Modules: Super Tower''&lt;br /&gt;
**Removes beat tolerance (you can input actions at any time) and allows queuing of up to 4 actions. Cannot be upgraded and is unaffected by combat experience.&lt;br /&gt;
**Be warned that you '''cannot cancel queued actions in any way whatsoever''', which can oftentimes result in you walking headfirst into Cubos Jr or his attacks when queueing multiple actions consecutively. &lt;br /&gt;
&lt;br /&gt;
*'''Nuclear Enhancement'''&lt;br /&gt;
**''Linked Modules: Advanced Splash, Super Multishot, Solar Strike''&lt;br /&gt;
**Increase bomb damage but allows bombs to damage the tower if in range of the explosion. Damage bonus increases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Healthy Bombs'''&lt;br /&gt;
**''Linked Modules: Adaptive Regeneration, Phasing, Recharge''&lt;br /&gt;
**Allows bomb explosions to heal the tower if hit by the explosion by a fraction of the damage dealt. Heal % amount increases based on combat experience and module tier.&lt;br /&gt;
**If combined with Nuclear Enhancement, the self damage will be applied '''before''' the heal from Healthy Bombs, so you may end up killing yourself with your bombs even with a heal factor of above 100% if your bomb damage exceeds your maximum health. &lt;br /&gt;
&lt;br /&gt;
*'''Soundproofing'''&lt;br /&gt;
**''Linked Modules: Diamond Foundation, Generic Armor, Advanced Shield''&lt;br /&gt;
**Increase tower maximum health and damage resistance based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Micro Bombs'''&lt;br /&gt;
**''Linked Modules: Mjölnir, Desperado, Emergency Crit''&lt;br /&gt;
**Allows the tower to place multiple bombs at once at the cost of reducing bomb damage. Bomb damage penalty decreases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Focused Detonation'''&lt;br /&gt;
**''Linked Modules: Gravitational Impact, Shockwave, Molten Core''&lt;br /&gt;
**Increases bomb damage at the exact center of the explosion (the enemy must be ''on top of'' the bomb as it goes off). Bomb damage bonus increases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
====Fight Description====&lt;br /&gt;
The fight with Cubos Jr. takes place in a large, 7x7 arena made of 49 squares. The game progresses each beat in time with the music, meaning Cubos Jr. and the tower can only move or perform an action on the beat. Cubos Jr. will move erratically, sometimes chasing the player and sometimes running around in the same area of the battlefield for a while. &lt;br /&gt;
&lt;br /&gt;
The tower can attack Cubos Jr. by dropping bombs. The tower can only have 1 bomb on field at a time (unless Micro Bombs is equipped), and bombs explode in the 5 orthogonally adjacent tiles (increased to all 9 adjacent squares with Scattering) after 3 beats. Only 1 bomb can exist on each tile, and you can only drop 1 bomb per move.&lt;br /&gt;
&lt;br /&gt;
Cubos Jr. has 2 initial attacks: an earth shockwave that hits all 9 adjacent tiles and a fire attack that hits all tiles in the 4 orthogonal directions (up, down, left &amp;amp; right). All of his attacks (including ones gained at higher tiers) have a delay of 4 beats before occurring, giving the player time to get out of the way. &lt;br /&gt;
Cubos Jr. will occasionally ignite himself and leave a trail of fire that damages the tower if they walk into it. You '''will''' take damage from colliding with Cubos Jr., so ramming facefirst into the boss is highly unadvised and will usually end in the tower’s untimely death unless you are using Healthy Bombs and can outheal Cubos Jr.’s damage.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Cubos Jr. can now use a diagonal fire attack.&lt;br /&gt;
*Tier 3: Cubos Jr. can fly directly above the middle of the board before creating a ring of fire around the outer edge of the board which will damage the tower if they enter it for a while until it dissipates.&lt;br /&gt;
*Tier 5: Cubos Jr. gains a dash attack where he digs down and travels 4 squared in any direction (will not go out of bounds) before resurfacing, damaging the tower if Cubos Jr. travels through it. Attack will leave a fiery trail if Cubos Jr was ablaze during the attack.&lt;br /&gt;
*Tier 8: Cubos Jr. will now combine his orthogonal and diagonal fire attacks and use both at the same time.&lt;br /&gt;
*Tier 13: Creates a pile of lava at the center of Cubos Jr.'s earth attacks acting similarly to that created in his ring of fire attack. &lt;br /&gt;
*Tier 21: TBD&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Cubos Cube:''' 100% chance to drop on victory.&lt;br /&gt;
*'''Incendiary Device:''' 15% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Not A Scratch:''' Defeat Cubos Jr. without taking any damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with '''100*tier''' exotic gems and &amp;lt;code&amp;gt;10+20*(tier-1)^2&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Cards====&lt;br /&gt;
These cards are always equipped regardless of boss modules, and cannot be removed from the deck. ''&amp;lt;small&amp;gt;(Note: You can only use each Battery and Full Heal card once per fight as they are removed from the deck once used.)&amp;lt;/small&amp;gt;''&lt;br /&gt;
*'''Fighter''' x2 - [Energy Cost: 50] Spawns a group of Fighters&lt;br /&gt;
*'''Battery''' x4 - [Energy Cost: 400] Increases energy regeneration and max energy&lt;br /&gt;
*'''Speed Up''' x1 - [Energy Cost: 80] Increases movement speed and attack speed of friendly units&lt;br /&gt;
*'''Redraw''' x1 - [Energy Cost: 125] Draw a random card and reduce its cost (to 0)&lt;br /&gt;
*'''Full Heal''' x1 - [Energy Cost: 250] Heals your tower back to max health &lt;br /&gt;
*'''Refresh''' x1 - [Energy Cost: 25] Fully refill your energy&lt;br /&gt;
&lt;br /&gt;
These cards are exclusive to boss modules.&lt;br /&gt;
*'''Tank''' - [Energy Cost: 75] Spawns a group of Tanks&lt;br /&gt;
*'''Boss''' - [Energy Cost: 125] Spawns a Boss&lt;br /&gt;
*'''Flying''' - [Energy Cost: 150] Spawns a group of flying units&lt;br /&gt;
*'''Flying Tank''' - [Energy Cost: 200] Spawns a flying Tank&lt;br /&gt;
*'''Firestorm''' - [Energy Cost: 180] Deals damage to enemy units in radius&lt;br /&gt;
*'''Frost Nova''' - [Energy Cost: 100] Freezes enemy units in radius&lt;br /&gt;
*'''Lightning''' - [Energy Cost: 200] Damage and stun enemy units&lt;br /&gt;
*'''Void Breaker''' - [Energy Cost: 70%] Deals direct damage to Dodecai&lt;br /&gt;
*'''Toxic Ward''' - [Energy Cost: 300] Spawns a ward that damages units in its radius&lt;br /&gt;
*'''Heal Ward''' - [Energy Cost: 300] Spawns a ward that heals units in its radius&lt;br /&gt;
*'''Dummy Ward''' - [Energy Cost: 125] Spawns a ward that gets targeted by units&lt;br /&gt;
&lt;br /&gt;
These cards are given to you by Tier 13+ Dodecai, and are mostly negative. They are distinguished by a purple background.&lt;br /&gt;
*'''Void''' - [Energy Cost: 20%] (Has no description, does nothing except play a puff of smoke on your tower.)&lt;br /&gt;
*'''Random''' - [Energy Cost: 50%] You never know what you're gonna get. (Uses a random card's effect.)&lt;br /&gt;
*'''Turtle''' - [Energy Cost: 10%] Baa. (Spawns a turtle unit that explodes upon contact with any unit or attack, damaging all units and tower in a small radius.)&lt;br /&gt;
*'''Thorns''' - [Energy Cost: 0] Ouch! (Damages the tower for 8% of its health.)&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Dodecai's boss modules give you more cards in your deck, and increase stats of the tower and friendly allies. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Otherworldly Foundation'''&lt;br /&gt;
**''Linked Modules: Growth, Stoneskin, Marble Foundation, Shield Amplifier, Diamond Foundation.''&lt;br /&gt;
**Increases the Tower's max health with combat experience and module tier.&lt;br /&gt;
**Adds '''Full Heal''' x6 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Dense Batteries'''&lt;br /&gt;
**''Linked Modules: Conductor, Moon Energy, Sun Energy, Refresh, Super Tower 2''&lt;br /&gt;
**Increases the energy regeneration and max energy boost from batteries with combat experience and module tier.&lt;br /&gt;
**Adds '''Refresh''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Void Training'''&lt;br /&gt;
**''Linked Modules: Unfolding, Solar Strike, Generic Armor, Neutral Amplifier, Universal Attack.''&lt;br /&gt;
**Increases ground unit damage and health with combat experience and module tier.&lt;br /&gt;
**Adds '''Fighter''' x8, '''Tank''' x5, '''Boss''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Arcane Magic'''&lt;br /&gt;
**''Linked Modules: Firestorm, Frost Nova, Lightning, Dark Sacrifice, Gravitational Impact.''&lt;br /&gt;
**Increases spell damage and duration with combat experience and module tier.&lt;br /&gt;
**Adds '''Firestorm''' x6, '''Frost Nova''' x4, '''Lightning''' x2, and '''Void Breaker''' x2 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Flying Cubes'''&lt;br /&gt;
**''Linked Modules: Air Focus, Air Impetus, Hurricane, Stream of Life, Whirlwind Aura.''&lt;br /&gt;
**Increases flying unit damage and health with combat experience and module tier.&lt;br /&gt;
**Adds '''Flying''' x4, '''Flying Tank''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Wards'''&lt;br /&gt;
**''Linked Modules: Dryness Aura, Adaptive Regeneration, Fiery Aura, Magical Protection, Advanced Shield.''&lt;br /&gt;
**Increases ward damage, health, healing and duration with combat experience and module tier.&lt;br /&gt;
**Adds '''Toxic Ward''' x2, '''Heal Ward''' x2, and '''Dummy Ward''' x2 to the deck.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Adds 2 turrets near the track to attack units, increasing by 1 for every new Ability Tier below (max. 6).&lt;br /&gt;
*Tier 3: Dodecai can now spawn Tanks and spawn barriers that damage ground units that pass through them.&lt;br /&gt;
*Tier 5: Dodecai can now spawn flying units and cast '''Speed Up''' (during daytime) and '''Frost Nova''' (during nighttime).&lt;br /&gt;
*Tier 8: Dodecai can now spawn mage units that both remove 1 energy regen each and increases the cost of spells, wards, and units in your hand while they are alive, and can cast a snaking line of cubes that will directly attack the tower after a short period of time.&lt;br /&gt;
*Tier 13: Dodecai will disrupt your hand and/or deck in a number of ways every 2 minutes, the interval decreasing every tier up to 21. The disruptions include removing the hand, replacing it with turtles, locking a card in your hand, and adding the cards of '''Thorns''', '''Void''', and '''Random'''.&lt;br /&gt;
*Tier 21: Dodecai will copy every 5th card you play. He will also use '''Void Breaker''' every few minutes after you damage him. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Dice Of Fate:''' 10% chance to drop on victory +1% chance on every victory.&lt;br /&gt;
*'''Necronomicon:''' 5% chance to drop on victory. +1% chance on every victory&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Born Under A Lucky Star:''' Defeat Dodecai without discarding any cards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Final Boss===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;'''WARNING, MAJOR SPOILER BELOW'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Thorus&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs {{cost|1e50|Black}}&lt;br /&gt;
*'''Local Save Insurance:''' Costs {{cost|1e60|Black}}&lt;br /&gt;
*'''Account Insurance:''' Costs {{cost|1e70|Black}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Element&lt;br /&gt;
! Spell&lt;br /&gt;
! Keys&lt;br /&gt;
! Description&lt;br /&gt;
! Energy Cost&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Protection &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Light &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blessing &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Heals the tower.&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 10%+50+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Divinity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.&lt;br /&gt;
| 750+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Flash &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly cancels the current active boss ability.&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Earth &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Earth Shield &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a shield that absorbs a fixed amount of damage before disappearing again.&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 3*EC&lt;br /&gt;
|-&lt;br /&gt;
| Fortify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Geosphere &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Water &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprinkler &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Increases the hitpoint, shield and energy regeneration by +1% per second.&lt;br /&gt;
| 25+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ice Shield &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Blizzard &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Slows everything on the map down except for the tower. Lasts up to 60 seconds.&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Destruction &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Fire &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fireball &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a projectile that deals damage upon arrival.&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 250+1.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←→↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| Inital: 2000+5*EC&lt;br /&gt;
DoT: 500+2*EC/s&lt;br /&gt;
|-&lt;br /&gt;
| Inferno &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of damage which increases the lower the hitpoints of the targets are.&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 100000+15*EC&lt;br /&gt;
Mult: 1000 at 0% enemy HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Darkness &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unholy Blast &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.&lt;br /&gt;
| 50+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Soul Siphon &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 1% of towers max. hp / sec.&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 1000+0.2*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Electricity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Thundershock &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers current energy after subtracting the cost of this spell.&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 10+0.6*Current Energy&lt;br /&gt;
|-&lt;br /&gt;
| Lightning &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers maximum shield.&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 10+1.25*Max. Shield&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Surge &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 10+0.08*Current Energy /s&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Alternation &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Nature &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Regrowth &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds&lt;br /&gt;
| 20+10%&lt;br /&gt;
| +0.5%*Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;EC&lt;br /&gt;
|-&lt;br /&gt;
| Thorns &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 50% of incoming damage + 10% of current shield&lt;br /&gt;
|-&lt;br /&gt;
| Seeds &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑→←←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Air &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Air Burst &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 100+0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Tornado &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0.08*EC /s&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Obliteration &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neutral &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Gatling &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓↑↓←→←→←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←←→→→↑↑↓↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 5000+0.75*EC&lt;br /&gt;
|-&lt;br /&gt;
| Amplify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑↑↑↑↑↑↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Universal &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Anti-matter Blast &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓←↓→↓←→↑↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 30000+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Cosmic Ray &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↓←↓←↑↑↓←→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 50000+22.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Black Hole &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↑↓←→↑↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very slow blackhole that absorbs enemy projectiles on its way.&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 175000+30*EC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Thorus(final)&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).&lt;br /&gt;
Many buildings of the town get &amp;quot;super upgrades&amp;quot; that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.&lt;br /&gt;
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Endgame spoilers - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''&amp;lt;big&amp;gt;Artifacts&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''None Currently''' &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Achievements&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''Final Attack:''' Defeat phase 2 Thorus.&lt;br /&gt;
*'''Pure Heart:''' Revive Dr. Cubical after defeating phase 2 Thorus.&lt;br /&gt;
*'''Perfect Tower:''' Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.&lt;br /&gt;
*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Jack of All Trades''' - Each unequipped module receives 5% of the total combat experience gained at the end of a fight.&lt;br /&gt;
*'''Public Training''' - Increase the combat experience gained at the end of a fight by 0.1% per Town Level.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Eternal Conflict''' - Refighting Bosses rewards you with 1/10th (rounded down) of the original Exotic Gem reward after winning the fight.&lt;br /&gt;
*'''Cyanotypes''' - Allows you to take one additional boss module into boss fights.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2869</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2869"/>
		<updated>2023-06-18T00:27:07Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Added info surrounding Cubos Jr. boss fight and mechanics; clarified description for Cylindrio boss fight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the Statue of Cubos in the [[Construction Firm]] will unlock more upgrades per boss, and each upgrade on tiers 2+ needs the upgrade bought on the lower tier to buy it. (Note: Upgrades will be replaced with boss modules with the upcoming reworks.)&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique fights that each play very differently than the core game loop. Each one is based on a different game genre and contains different game mechanics.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu. On the bottom next to the fight button are arrows to increase the tier of boss you wish to fight. Click to go up by 1 tier, or shift-click to go up by 100 (or to your highest tier if lower than 100).&lt;br /&gt;
&lt;br /&gt;
The first 4 bosses have a set of boss modules you can use in the fight to greatly increase your power, unlocked by acquiring all the linked modules listed next to them. These give certain abilities to the Tower that increase in power with their tier (upgraded using Statue resources) and combat experience (obtained by killing the respective boss with it equipped). Currently, Cylindro, Cubos Jr and Dodecai all have been reworked, but Pyramidas has yet to receive an official rework as of now. The final boss will not have boss modules, and will instead get a hardmode for those that want the challenge.&lt;br /&gt;
&lt;br /&gt;
Higher tier bosses will gain new abilities at tiers 2, 3, 5, 8, 13, and 21 (following the Fibonacci sequence), as well as a slight increase to their base stats at each tier. This aims to keep the challenge of higher tier bosses fun, and avoid them feeling monotonous or like a slog to complete.&lt;br /&gt;
&lt;br /&gt;
Defeating bosses will award you with exotic gems, combat experience and maybe even an artifact or two, and can even grant achievements under certain conditions.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems and &amp;lt;code&amp;gt;15 * (tier-1)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 6&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
*'''Long Jump:''' Down or S; requires Acrobatic Plugin boss module&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Cylindro's boss modules increase stats of the tower, like upgrades did before. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Searing Projectiles'''&lt;br /&gt;
**''Linked Modules: Phoenix Bounce, Light Splash, Earth Taste.''&lt;br /&gt;
**Increases the damage of the tower’s projectiles based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Hardened Shell'''&lt;br /&gt;
**''Linked Modules: Stab Protection, Reflect, Shelter''&lt;br /&gt;
**Reduces incoming damage based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Charged Powerups'''&lt;br /&gt;
**''Linked Modules: Moon Energy,  Recharge,  Energy Flow''&lt;br /&gt;
**Decreases powerup spawn cooldown and increases powerup energy refill amount based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Streamlined Hull'''&lt;br /&gt;
**''Linked Modules: Light Crit, Overcharge,  Air Shell''&lt;br /&gt;
**Increases Tower movement speed based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Acrobatic Plugin'''&lt;br /&gt;
**''Linked Modules: Avalanche, Lightning, Redirect''&lt;br /&gt;
**Allows you to jump to the opposite side of the arena using the down arrow or S key in a certain amount of time; delay is reduced with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Epic Gyroscope'''&lt;br /&gt;
**''Linked Modules: Hurricane, Super Tower, Tremors''&lt;br /&gt;
**Allows the tower to attack while moving, but with a higher energy cost and slower firerate. These penalties get weaker with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Idle Nanobots'''&lt;br /&gt;
**''Linked Modules: Shelter, Boss Shield, Advanced Heal''&lt;br /&gt;
**Allows the tower to passively regenerate health when not moving for a certain amount of time; health regeneration rate and delay after moving based on combat experience and module tier.&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms, which can be dodged by moving to adjacent pillars. Headbutts deal a base of 25% damage while waterstorms deal a base of 50% damage on hit, so try not to get hit too much if you don’t have Idle Nanobots or Hardened Shell. &lt;br /&gt;
&lt;br /&gt;
Cylindrio will spin 4 times before performing an attack, alternating between clockwise and counter-clockwise. '''Cylindrio spins significantly faster as his health gets low''', reducing the amount of downtime between his attacks and forcing the player to dodge more often.&lt;br /&gt;
&lt;br /&gt;
To damage Cylindro you need to fire missiles at him, which will cost energy. (No energy = no missiles)&lt;br /&gt;
You cannot fire missiles while moving between pillars unless you have Epic Gyroscope equipped. However, even without it you will still fire a single missile on jumping to a new platform if the fire button is held while moving due to you shooting during the single frame you are on the pillar. &lt;br /&gt;
&lt;br /&gt;
Green powerups will spawn periodically on random pillars and will restore energy when picked up.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Cylindro's slam will turn the focused pillar red which will make the tower jump more slowly on and off of it. &lt;br /&gt;
*Tier 3: Cylindro will sometimes spin rapidly before summoning damaging geysers on every pillar in the arena except for 2 of them. The 2 safe pillars will be highlighted in green and will always appear on opposite sides of the map to one another.&lt;br /&gt;
*Tier 5: Sometimes after a slam, Cylindro will spin around the stage, damaging you if you touch him. He also makes all three slammed pillars red when headbutting them instead of just one.&lt;br /&gt;
*Tier 8: Cylindro will occasionally spawn a geyser on a random pillar which will erupt after some time and damage the tower if they are on it. &lt;br /&gt;
*Tier 13: Cylindro will gain an invincible shield that spins around him and blocks projectiles. He gains extra shields at tiers 20 and 30, after which point the 3 shields will cover the vase majority of his body.&lt;br /&gt;
*Tier 21: Cylindro's wave cannon attacks becomes much more chaotic. &lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Energy Sphere:''' 5% base chance on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''You Spin Me Right Around:''' Defeat Cylindro while he is doing his slam attack. (Also applies to his roll attack at tiers 5+&lt;br /&gt;
*'''Cylindro Hater:''' Defeat Cylindro 1000 times.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems.&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Metal Plating:''' 15% chance to drop on victory.&lt;br /&gt;
*'''Vine Monster:''' 5% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Botanophobia:''' Destroy all vines before destroying any tesla coils.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems, and ____ combat experience. (Someone find formula pls)&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, scroll wheel or space bar&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Cubos Jr.'s boss modules increase stats of the tower, modify tower movement, or modify bomb behaviour. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Scattering'''&lt;br /&gt;
**''Linked Modules: Combustion, Fire Focus, Earth Focus''&lt;br /&gt;
**Makes bombs explode on diagonal tiles (instead of just orthogonal), but decreases bomb damage. Bomb damage penalty decreases with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Perfect Rhythm'''&lt;br /&gt;
**''Linked Modules: Super Tower''&lt;br /&gt;
**Removes beat tolerance (you can input actions at any time) and allows queuing of up to 4 actions. Cannot be upgraded and is unaffected by combat experience.&lt;br /&gt;
**Be warned that you '''cannot cancel queued actions in any way whatsoever''', which can oftentimes result in you walking headfirst into Cubos Jr or his attacks when queueing multiple actions consecutively. &lt;br /&gt;
&lt;br /&gt;
*'''Nuclear Enhancement'''&lt;br /&gt;
**''Linked Modules: Advanced Splash, Super Multishot, Solar Strike''&lt;br /&gt;
**Increase bomb damage but allows bombs to damage the tower if in range of the explosion. Damage bonus increases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Healthy Bombs'''&lt;br /&gt;
**''Linked Modules: Adaptive Regeneration, Phasing, Recharge''&lt;br /&gt;
**Allows bomb explosions to heal the tower if hit by the explosion by a fraction of the damage dealt. Heal % amount increases based on combat experience and module tier.&lt;br /&gt;
**If combined with Nuclear Enhancement, the self damage will be applied '''before''' the heal from Healthy Bombs, so you may end up killing yourself with your bombs even with a heal factor of above 100% if your bomb damage exceeds your maximum health. &lt;br /&gt;
&lt;br /&gt;
*'''Soundproofing'''&lt;br /&gt;
**''Linked Modules: Diamond Foundation, Generic Armor, Advanced Shield''&lt;br /&gt;
**Increase tower maximum health and damage resistance based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Micro Bombs'''&lt;br /&gt;
**''Linked Modules: Mjölnir, Desperado, Emergency Crit''&lt;br /&gt;
**Allows the tower to place multiple bombs at once at the cost of reducing bomb damage. Bomb damage penalty decreases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Focused Detonation'''&lt;br /&gt;
**''Linked Modules: Gravitational Impact, Shockwave, Molten Core''&lt;br /&gt;
**Increases bomb damage at the exact center of the explosion (the enemy must be ''on top of'' the bomb as it goes off). Bomb damage bonus increases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
====Fight Description====&lt;br /&gt;
The fight with Cubos Jr. takes place in a large, 7x7 arena made of 49 squares. The game progresses each beat in time with the music, meaning Cubos Jr. and the tower can only move or perform an action on the beat. Cubos Jr. will move erratically, sometimes chasing the player and sometimes running around in the same area of the battlefield for a while. &lt;br /&gt;
&lt;br /&gt;
The tower can attack Cubos Jr. by dropping bombs. The tower can only have 1 bomb on field at a time (unless Micro Bombs is equipped), and bombs explode in the 5 orthogonally adjacent tiles (increased to all 9 adjacent squares with Scattering) after 3 beats. Only 1 bomb can exist on each tile, and you can only drop 1 bomb per move.&lt;br /&gt;
&lt;br /&gt;
Cubos Jr. has 2 initial attacks: an earth shockwave that hits all 9 adjacent tiles and a fire attack that hits all tiles in the 4 orthogonal directions (up, down, left &amp;amp; right). All of his attacks (including ones gained at higher tiers) have a delay of 4 beats before occurring, giving the player time to get out of the way. &lt;br /&gt;
Cubos Jr. will occasionally ignite himself and leave a trail of fire that damages the tower if they walk into it. You '''will''' take damage from colliding with Cubos Jr., so ramming facefirst into the boss is highly unadvised and will usually end in the tower’s untimely death unless you are using Healthy Bombs and can outheal Cubos Jr.’s damage.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Cubos Jr. can now use a diagonal fire attack.&lt;br /&gt;
*Tier 3: Cubos Jr. can fly directly above the middle of the board before creating a ring of fire around the outer edge of the board which will damage the tower if they enter it for a while until it dissipates.&lt;br /&gt;
*Tier 5: Cubos Jr. gains a dash attack where he digs down and travels 4 squared in any direction (will not go out of bounds) before resurfacing, damaging the tower if Cubos Jr. travels through it. Attack will leave a fiery trail if Cubos Jr was ablaze during the attack.&lt;br /&gt;
*Tier 8: Cubos Jr. will now combine his orthogonal and diagonal fire attacks and use both at the same time.&lt;br /&gt;
*Tier 13: Creates a pile of lava at the center of Cubos Jr.'s earth attacks acting similarly to that created in his ring of fire attack. &lt;br /&gt;
*Tier 21: TBD&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Cubos Cube:''' 100% chance to drop on victory.&lt;br /&gt;
*'''Incendiary Device:''' 15% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Not A Scratch:''' Defeat Cubos Jr. without taking any damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with '''100*tier''' exotic gems and &amp;lt;code&amp;gt;10+20*(tier-1)^2&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Cards====&lt;br /&gt;
These cards are always equipped regardless of boss modules, and cannot be removed from the deck. ''&amp;lt;small&amp;gt;(Note: You can only use each Battery and Full Heal card once per fight as they are removed from the deck once used.)&amp;lt;/small&amp;gt;''&lt;br /&gt;
*'''Fighter''' x2 - [Energy Cost: 50] Spawns a group of Fighters&lt;br /&gt;
*'''Battery''' x4 - [Energy Cost: 400] Increases energy regeneration and max energy&lt;br /&gt;
*'''Speed Up''' x1 - [Energy Cost: 80] Increases movement speed and attack speed of friendly units&lt;br /&gt;
*'''Redraw''' x1 - [Energy Cost: 125] Draw a random card and reduce its cost (to 0)&lt;br /&gt;
*'''Full Heal''' x1 - [Energy Cost: 250] Heals your tower back to max health &lt;br /&gt;
*'''Refresh''' x1 - [Energy Cost: 25] Fully refill your energy&lt;br /&gt;
&lt;br /&gt;
These cards are exclusive to boss modules.&lt;br /&gt;
*'''Tank''' - [Energy Cost: 75] Spawns a group of Tanks&lt;br /&gt;
*'''Boss''' - [Energy Cost: 125] Spawns a Boss&lt;br /&gt;
*'''Flying''' - [Energy Cost: 150] Spawns a group of flying units&lt;br /&gt;
*'''Flying Tank''' - [Energy Cost: 200] Spawns a flying Tank&lt;br /&gt;
*'''Firestorm''' - [Energy Cost: 180] Deals damage to enemy units in radius&lt;br /&gt;
*'''Frost Nova''' - [Energy Cost: 100] Freezes enemy units in radius&lt;br /&gt;
*'''Lightning''' - [Energy Cost: 200] Damage and stun enemy units&lt;br /&gt;
*'''Void Breaker''' - [Energy Cost: 70%] Deals direct damage to Dodecai&lt;br /&gt;
*'''Toxic Ward''' - [Energy Cost: 300] Spawns a ward that damages units in its radius&lt;br /&gt;
*'''Heal Ward''' - [Energy Cost: 300] Spawns a ward that heals units in its radius&lt;br /&gt;
*'''Dummy Ward''' - [Energy Cost: 125] Spawns a ward that gets targeted by units&lt;br /&gt;
&lt;br /&gt;
These cards are given to you by Tier 13+ Dodecai, and are mostly negative. They are distinguished by a purple background.&lt;br /&gt;
*'''Void''' - [Energy Cost: 20%] (Has no description, does nothing except play a puff of smoke on your tower.)&lt;br /&gt;
*'''Random''' - [Energy Cost: 50%] You never know what you're gonna get. (Uses a random card's effect.)&lt;br /&gt;
*'''Turtle''' - [Energy Cost: 10%] Baa. (Spawns a turtle unit that explodes upon contact with any unit or attack, damaging all units and tower in a small radius.)&lt;br /&gt;
*'''Thorns''' - [Energy Cost: 0] Ouch! (Damages the tower for 8% of its health.)&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Dodecai's boss modules give you more cards in your deck, and increase stats of the tower and friendly allies. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Otherworldly Foundation'''&lt;br /&gt;
**''Linked Modules: Growth, Stoneskin, Marble Foundation, Shield Amplifier, Diamond Foundation.''&lt;br /&gt;
**Increases the Tower's max health with combat experience and module tier.&lt;br /&gt;
**Adds '''Full Heal''' x6 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Dense Batteries'''&lt;br /&gt;
**''Linked Modules: Conductor, Moon Energy, Sun Energy, Refresh, Super Tower 2''&lt;br /&gt;
**Increases the energy regeneration and max energy boost from batteries with combat experience and module tier.&lt;br /&gt;
**Adds '''Refresh''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Void Training'''&lt;br /&gt;
**''Linked Modules: Unfolding, Solar Strike, Generic Armor, Neutral Amplifier, Universal Attack.''&lt;br /&gt;
**Increases ground unit damage and health with combat experience and module tier.&lt;br /&gt;
**Adds '''Fighter''' x8, '''Tank''' x5, '''Boss''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Arcane Magic'''&lt;br /&gt;
**''Linked Modules: Firestorm, Frost Nova, Lightning, Dark Sacrifice, Gravitational Impact.''&lt;br /&gt;
**Increases spell damage and duration with combat experience and module tier.&lt;br /&gt;
**Adds '''Firestorm''' x6, '''Frost Nova''' x4, '''Lightning''' x2, and '''Void Breaker''' x2 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Flying Cubes'''&lt;br /&gt;
**''Linked Modules: Air Focus, Air Impetus, Hurricane, Stream of Life, Whirlwind Aura.''&lt;br /&gt;
**Increases flying unit damage and health with combat experience and module tier.&lt;br /&gt;
**Adds '''Flying''' x4, '''Flying Tank''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Wards'''&lt;br /&gt;
**''Linked Modules: Dryness Aura, Adaptive Regeneration, Fiery Aura, Magical Protection, Advanced Shield.''&lt;br /&gt;
**Increases ward damage, health, healing and duration with combat experience and module tier.&lt;br /&gt;
**Adds '''Toxic Ward''' x2, '''Heal Ward''' x2, and '''Dummy Ward''' x2 to the deck.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Adds 2 turrets near the track to attack units, increasing by 1 for every new Ability Tier below (max. 6).&lt;br /&gt;
*Tier 3: Dodecai can now spawn Tanks and spawn barriers that damage ground units that pass through them.&lt;br /&gt;
*Tier 5: Dodecai can now spawn flying units and cast '''Speed Up''' (during daytime) and '''Frost Nova''' (during nighttime).&lt;br /&gt;
*Tier 8: Dodecai can now spawn mage units that both remove 1 energy regen each and increases the cost of spells, wards, and units in your hand while they are alive, and can cast a snaking line of cubes that will directly attack the tower after a short period of time.&lt;br /&gt;
*Tier 13: Dodecai will disrupt your hand and/or deck in a number of ways every 2 minutes, the interval decreasing every tier up to 21. The disruptions include removing the hand, replacing it with turtles, locking a card in your hand, and adding the cards of '''Thorns''', '''Void''', and '''Random'''.&lt;br /&gt;
*Tier 21: Dodecai will copy every 5th card you play. He will also use '''Void Breaker''' every few minutes after you damage him. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Dice Of Fate:''' 10% chance to drop on victory +1% chance on every victory.&lt;br /&gt;
*'''Necronomicon:''' 5% chance to drop on victory. +1% chance on every victory&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Born Under A Lucky Star:''' Defeat Dodecai without discarding any cards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Final Boss===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;'''WARNING, MAJOR SPOILER BELOW'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Thorus&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs {{cost|1e50|Black}}&lt;br /&gt;
*'''Local Save Insurance:''' Costs {{cost|1e60|Black}}&lt;br /&gt;
*'''Account Insurance:''' Costs {{cost|1e70|Black}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Element&lt;br /&gt;
! Spell&lt;br /&gt;
! Keys&lt;br /&gt;
! Description&lt;br /&gt;
! Energy Cost&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Protection &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Light &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blessing &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Heals the tower.&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 10%+50+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Divinity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.&lt;br /&gt;
| 750+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Flash &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly cancels the current active boss ability.&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Earth &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Earth Shield &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a shield that absorbs a fixed amount of damage before disappearing again.&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 3*EC&lt;br /&gt;
|-&lt;br /&gt;
| Fortify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Geosphere &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Water &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprinkler &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Increases the hitpoint, shield and energy regeneration by +1% per second.&lt;br /&gt;
| 25+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ice Shield &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Blizzard &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Slows everything on the map down except for the tower. Lasts up to 60 seconds.&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Destruction &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Fire &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fireball &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a projectile that deals damage upon arrival.&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 250+1.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←→↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| Inital: 2000+5*EC&lt;br /&gt;
DoT: 500+2*EC/s&lt;br /&gt;
|-&lt;br /&gt;
| Inferno &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of damage which increases the lower the hitpoints of the targets are.&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 100000+15*EC&lt;br /&gt;
Mult: 1000 at 0% enemy HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Darkness &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unholy Blast &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.&lt;br /&gt;
| 50+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Soul Siphon &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 1% of towers max. hp / sec.&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 1000+0.2*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Electricity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Thundershock &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers current energy after subtracting the cost of this spell.&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 10+0.6*Current Energy&lt;br /&gt;
|-&lt;br /&gt;
| Lightning &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers maximum shield.&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 10+1.25*Max. Shield&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Surge &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 10+0.08*Current Energy /s&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Alternation &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Nature &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Regrowth &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds&lt;br /&gt;
| 20+10%&lt;br /&gt;
| +0.5%*Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;EC&lt;br /&gt;
|-&lt;br /&gt;
| Thorns &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 50% of incoming damage + 10% of current shield&lt;br /&gt;
|-&lt;br /&gt;
| Seeds &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑→←←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Air &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Air Burst &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 100+0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Tornado &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0.08*EC /s&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Obliteration &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neutral &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Gatling &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓↑↓←→←→←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←←→→→↑↑↓↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 5000+0.75*EC&lt;br /&gt;
|-&lt;br /&gt;
| Amplify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑↑↑↑↑↑↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Universal &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Anti-matter Blast &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓←↓→↓←→↑↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 30000+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Cosmic Ray &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↓←↓←↑↑↓←→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 50000+22.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Black Hole &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↑↓←→↑↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very slow blackhole that absorbs enemy projectiles on its way.&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 175000+30*EC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Thorus(final)&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).&lt;br /&gt;
Many buildings of the town get &amp;quot;super upgrades&amp;quot; that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.&lt;br /&gt;
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Endgame spoilers - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''&amp;lt;big&amp;gt;Artifacts&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''None Currently''' &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Achievements&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''Final Attack:''' Defeat phase 2 Thorus.&lt;br /&gt;
*'''Pure Heart:''' Revive Dr. Cubical after defeating phase 2 Thorus.&lt;br /&gt;
*'''Perfect Tower:''' Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.&lt;br /&gt;
*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Jack of All Trades''' - Each unequipped module receives 5% of the total combat experience gained at the end of a fight.&lt;br /&gt;
*'''Public Training''' - Increase the combat experience gained at the end of a fight by 0.1% per Town Level.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Eternal Conflict''' - Refighting Bosses rewards you with 1/10th (rounded down) of the original Exotic Gem reward after winning the fight.&lt;br /&gt;
*'''Cyanotypes''' - Allows you to take one additional boss module into boss fights.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2866</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2866"/>
		<updated>2023-06-16T15:25:13Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 6 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
* [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Map''':&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Round_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving(WASD), waiting(Space) or placing bombs(Q).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
'''Perfect Space has been hidden due to it being reworked.'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;To access it: Enter the Konami Code in the arcade. ⬆⬆⬇⬇⬅➡⬅➡🅱🅰&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens per minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
W/D: Move left/right&lt;br /&gt;
A + Direction: Dash (moves short distance in held direction &amp;amp; grants intangibility for brief period)&lt;br /&gt;
Space: Shoot (can be held down)&lt;br /&gt;
Q: Use Shotgun (cooldown in top left)&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
R: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Upgrades:===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
Abilities are special one-time upgrades that can be purchased every 5 levels, starting with Leech at lvl 5, then piercing and multishot at levels 10 and 15. One is generally advised to get them close to if not as soon as each one is available due to their high power level compared to regular upgrades.&lt;br /&gt;
*'''Leech:''' Restores health on damaging enemies. &lt;br /&gt;
*'''Piercing:''' Bullets pierce through all enemies and obstacles, dealing damage to everything they come into contact with. &lt;br /&gt;
*'''Multishot:''' Occasionally shoots two additional bullets diagonally forwards in a V pattern when attacking or using shotgun. &lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
* [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5 || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power || Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos ||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2865</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2865"/>
		<updated>2023-06-16T15:18:31Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Fixed typo surrouuding italic instead of bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 6 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
* [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Map''':&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Round_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving(WASD), waiting(Space) or placing bombs(Q).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
'''Perfect Space has been hidden due to it being reworked.'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;To access it: Enter the Konami Code in the arcade. ⬆⬆⬇⬇⬅➡⬅➡🅱🅰&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens per minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
W/D: Move left/right&lt;br /&gt;
A: Shoot&lt;br /&gt;
S + Direction: Dash (moves short distance in held direction &amp;amp; grants intangibility for brief period)&lt;br /&gt;
Q: Use Shotgun (cooldown in top left)&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
R: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Upgrades:===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
Abilities are special one-time upgrades that can be purchased every 5 levels, starting with Leech at lvl 5, then piercing and multishot at levels 10 and 15. One is generally advised to get them close to if not as soon as each one is available due to their high power level compared to regular upgrades.&lt;br /&gt;
*'''Leech:''' Restores health on damaging enemies. &lt;br /&gt;
*'''Piercing:''' Bullets pierce through all enemies and obstacles, dealing damage to everything they come into contact with. &lt;br /&gt;
*'''Multishot:''' Occasionally shoots two additional bullets diagonally forwards in a V pattern when attacking or using shotgun. &lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
* [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5 || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power || Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos ||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2864</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2864"/>
		<updated>2023-06-16T15:17:42Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Added warning surrounding using Perfect Space with Adventure in background; clarified descriptions &amp;amp; such&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 6 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
* [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Map''':&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Round_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving(WASD), waiting(Space) or placing bombs(Q).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
'''Perfect Space has been hidden due to it being reworked.'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;To access it: Enter the Konami Code in the arcade. ⬆⬆⬇⬇⬅➡⬅➡🅱🅰&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens per minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
W/D: Move left/right&lt;br /&gt;
A: Shoot&lt;br /&gt;
S + Direction: Dash (moves short distance in held direction &amp;amp; grants intangibility for brief period)&lt;br /&gt;
Q: Use Shotgun (cooldown in top left)&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
R: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Upgrades:===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*''Dash:''' Reduces dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack. &lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
Abilities are special one-time upgrades that can be purchased every 5 levels, starting with Leech at lvl 5, then piercing and multishot at levels 10 and 15. One is generally advised to get them close to if not as soon as each one is available due to their high power level compared to regular upgrades.&lt;br /&gt;
*'''Leech:''' Restores health on damaging enemies. &lt;br /&gt;
*'''Piercing:''' Bullets pierce through all enemies and obstacles, dealing damage to everything they come into contact with. &lt;br /&gt;
*'''Multishot:''' Occasionally shoots two additional bullets diagonally forwards in a V pattern when attacking or using shotgun. &lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
* [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5 || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power || Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos ||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2863</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2863"/>
		<updated>2023-06-16T12:42:00Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Added more info surrounding total refinement cost and how to get the required exotic gems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Early Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon first entering Infinity, and subsequently being obliterated by the overpowered enemies, you will obtain 2 new [[Modules]] that are vital to progression in Infinity phase, ''Infinity Foundation'' and ''Infinity Attack''. The former prevents your untimely demise to the hands of Infinity enemies, and the latter allows you to meaningfully damage them. Upon Tiering up, you will gain access to the Infinity Tab in the second floor of the Workshop, which just like Era, contains everything you need to start progressing through Infinity.&lt;br /&gt;
&lt;br /&gt;
==Infinity Enemies &amp;amp; Module Fragments==&lt;br /&gt;
[[File:Infinityanalysis.png|200px|thumb|The Analysis tab shows information about the new Infinity enemies.]]&lt;br /&gt;
[[File:Modulefragments.png|200px|thumb|The 4 types of module fragments.]]&lt;br /&gt;
For this section we should understand some new terminology, with information from the Analysis tab. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all newly spawned enemies will gain a staggering ''100QiD (1e50)'' resistance to Era damage, and deal Infinity damage, which without Infinity Foundation, will kill you instantly. Enemies get '''dramatically''' increased stats for each Infinity wave, on higher difficulties gain modifiers to make them even more tough, as well as '''mimicking''' your currently equipped modules! Enemies cannot mimic Special modules, but they can mimic any other module, including the new Infinity Tier modules! The number of modules that enemies can mimic is equal to ''1+Log10(Current Infinity)'', meaning every new digit in your current Infinity wave grants the enemies to mimic an additional module. However, killing Infinity enemies will grant you a new resource: '''Module Fragments'''. These are used all over the Infinity Workshop tab, so getting as many as you can is vital to your progress. There are 4 kinds of module fragments, each corresponding to the 4 main types of modules; Offensive, Defensive, Utility, and Ultimate.&lt;br /&gt;
&lt;br /&gt;
Because of how powerful your own modules are against you, the name of the game now is to make a blueprint that can handle your own modules, and actually kill Infinity enemies. Here are some helpful tips to get you started:&lt;br /&gt;
*'''Don't overthink things.''' Infinity enemies are not as strong as they appear to be. While they heavily resist Era damage, they are not ''immune'' to it, so if you get enough damage multipliers, you can still damage Infinity enemies with Era damage. Try out some new combinations of modules to see if you can break through their resistance.&lt;br /&gt;
*'''Try to limit your module usage.''' Since Infinity enemies can mimic any of your non-Special modules, modules that might seem harmless could actually become very dangerous in the hands of enemies, so make sure to think about what you add to your blueprint.&lt;br /&gt;
*'''Don't be afraid to be creative.''' Some specific modules might actually be beneficial for you if enemies copy it! Innovation is key to progressing here, so turning enemies' massive advantage against them is something to consider.&lt;br /&gt;
*And finally, '''Remember it is okay if you are constantly dying at the beginning.''' Much like Era, you'll need to redevelop your entire strategy to combat against the new enemies. Don't get frustrated over this. Dr. Cubical is rooting for you! If you're having trouble, don't be afraid to check out the official [https://discord.gg/fireswordstudios Discord] Server. People are very much willing to help you if you need it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed style=&amp;quot;text-align:center; background-color:#fff&amp;quot;&lt;br /&gt;
|+ Chart of bonuses enemies get with higher difficulties&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Element&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Medium&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Hard&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Insane&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Nightmare&amp;lt;/big&amp;gt;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; |&amp;lt;big&amp;gt;Impossible&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Neutral&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Neutral element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fire&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Fire element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(20*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;-90%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||20px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Water&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Water element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Earth&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Earth element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Air&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Air element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Nature&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Nature element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Light&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Light element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(HP*1000)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Darkness&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Darkness element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Electricity&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Electricity element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;-25%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(200*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(20*Inf.)^2.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;nowrap&amp;quot; |&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Universal&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Universal element.png|80px]]&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(10*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(HP*10)^1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;10%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt1.png||20px]] &amp;lt;code&amp;gt;(1*Inf.)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(HP*125)^1.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#f8f9fa&amp;quot; |&lt;br /&gt;
'''Energy:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(75*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Energy Regen.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;(2.5*Inf.)^1.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shield:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;(HP*1000)^1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Module CD:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt2.png||25px]] &amp;lt;code&amp;gt;-60%&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Debuff Res.:'''&lt;br /&gt;
&lt;br /&gt;
[[File:Infenemyt3.png||30px]] &amp;lt;code&amp;gt;2%&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Infinity Grid==&lt;br /&gt;
{{See also|Modules#Infinity}}&lt;br /&gt;
[[File:Infinitygridsection.png|200px|thumb|The starting section of the Infinity Grid.]]&lt;br /&gt;
&lt;br /&gt;
The Infinity Grid is where you unlock new Infinity Tier modules. Aside from ''Infinity Foundation'' and ''Infinity Attack'', which are unlocked immediately upon reaching Infinity 1 for the first time, these cost module fragments to unlock. Naturally, these modules are all very powerful, and can help you reach higher and higher Infinities, but be warned that Infinity enemies can mimic them as well.&lt;br /&gt;
&lt;br /&gt;
==Anvil==&lt;br /&gt;
&lt;br /&gt;
The Anvil is one of the main features of the Infinity Workshop. It provides a large number of boosts that are very helpful for progressing through Infinity, and can be accessed by clicking on the Anvil icon at the bottom right of any tab. Each node corresponds to a specific boost, and they can be activated and improved by spending your hard earned module fragments. The positions of the nodes change slowly, moving constantly, but their positions are universal for every player. You can only upgrade nodes in a circle that you can move around via your cursor or by the sliders on the left. Permanent upgrades are done by the hammer icon, and will permanently increase all bonuses in the selection circle. Locking is done via the lock icon, and will grant you a large boost on top of the permanent bonus, but will prevent upgrading until it is unlocked by either moving the circle or pressing the lock button again. '''Note: Locked bonuses will remain even if the node moves outside the circle afterwards.'''&lt;br /&gt;
[[File:Anvil.png|300px|thumb|The main Anvil menu. Permanent and Temporary bonuses are shown for the nodes in the circle.]]&lt;br /&gt;
There are 4 categories of bonuses. Fragments that are of a different type than the bonus are less effective at upgrading it, so prioritise the same type of fragment as the bonuses.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Offensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Neutral)&lt;br /&gt;
* Damage Factor (Fire)&lt;br /&gt;
* Damage Factor (Water)&lt;br /&gt;
* Damage Factor (Earth)&lt;br /&gt;
* Damage Factor (Air)&lt;br /&gt;
* Damage Factor (Nature)&lt;br /&gt;
* Damage Factor (Light)&lt;br /&gt;
* Damage Factor (Darkness)&lt;br /&gt;
* Damage Factor (Electricity)&lt;br /&gt;
* Damage Factor (Universal)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Defensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resistance (vs. Neutral)&lt;br /&gt;
* Resistance (vs. Fire)&lt;br /&gt;
* Resistance (vs. Water)&lt;br /&gt;
* Resistance (vs. Earth)&lt;br /&gt;
* Resistance (vs. Air)&lt;br /&gt;
* Resistance (vs. Nature)&lt;br /&gt;
* Resistance (vs. Light)&lt;br /&gt;
* Resistance (vs. Darkness)&lt;br /&gt;
* Resistance (vs. Electricity)&lt;br /&gt;
* Resistance (vs. Universal)&lt;br /&gt;
* Max. Health (Tower)&lt;br /&gt;
* Max. Shield (Tower)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Utility Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resource Drops (Enemies)&lt;br /&gt;
* Cooldown (Active Modules)&lt;br /&gt;
* Tower Testing XP Factor&lt;br /&gt;
* Town XP Factor&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Ultimate Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Tower)&lt;br /&gt;
* Basic Resistance (Tower)&lt;br /&gt;
* Attack Range (Tower)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Progressing==&lt;br /&gt;
&lt;br /&gt;
Once you've made a blueprint able to consistently defeat Infinity enemies, you should start considering getting more Infinities, both on different regions and pushing higher on Forest Easy, since this is required to get higher Military Tiers. It is highly recommended at this time to get as many regions and difficulties as you can to a highscore of Era 1, to boost the software Wave Horizon, which will speed up getting different regions to Infinity 1. After this, make your way up to MT15, so you can get powerful softwares along the way to make your runs even faster than ever before. &lt;br /&gt;
&lt;br /&gt;
=Late Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT15, you might notice that you didn't get access to the final boss just yet. This will be explained further down the page. You might have also noticed you gained other Infinity Stones from your time gaining Infinity 1s. These are very important to furthering your power and progress at this stage.&lt;br /&gt;
&lt;br /&gt;
==Infinity Stones==&lt;br /&gt;
&lt;br /&gt;
The Infinity Stones are a set of extremely powerful stones that provide game-changing effects, and are the main focus of this stage. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be so large it is essentially impossible. However, these progress bars can be sped up in two ways: Increasing your Infinity high scores for the provided regions, which will give the corresponding amount of Infinity Power, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.&lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at Era 1M, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. See [[Regions]] for more information.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
* Earth: Underground (R4)&lt;br /&gt;
* Fire: Volcano (R5)&lt;br /&gt;
* Air: High Mountain (R6)&lt;br /&gt;
* Nature: Jungle (R7)&lt;br /&gt;
* Electric: Metallic Ruins (R8)&lt;br /&gt;
* Water: Ocean (R10)&lt;br /&gt;
* Darkness: Dark Realm (R12)&lt;br /&gt;
* Light: Heaven (R13)&lt;br /&gt;
* Universal: Universe (R14)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 50 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Neutral&lt;br /&gt;
| 1000 or greater % Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Earth&lt;br /&gt;
| 100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Fire&lt;br /&gt;
| T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Air&lt;br /&gt;
| 1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Nature&lt;br /&gt;
| 100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Electric&lt;br /&gt;
| 100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Water&lt;br /&gt;
| 100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Darkness&lt;br /&gt;
| 12 or more Maximized servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Light&lt;br /&gt;
| 1000 or more Arcade Coins in the Arcade&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Universal&lt;br /&gt;
| 1 Tier 3 boss or 2 Tier 2 bosses defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]&lt;br /&gt;
[[File:Stone Charge Menu.png|200px|thumb|This is the Charging menu shows the bonuses, charge times, infinity power and amount charged.]]&lt;br /&gt;
[[File:Infstonepower.png|200px|thumb|The formulas for increased Infinity Power on higher difficulties.]]&lt;br /&gt;
To charge a stone you will need to get a base value of 1 trillion (1e12) elemental energy, which can be reduced by purchasing the &amp;quot;Charge Required&amp;quot; exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, whose speed and production can be boosted by the middle bar (speed) and bottom bar (production), respectively. The base time it takes for a bar to fill up is equal to 8760 hours (AKA 1 year) divided by the Infinity Power of the specific region that specific bar is based on. '''Higher Difficulties give much more Infinity Power per Infinity''', but also feature ''dramatically increased enemy stat scaling per infinity''', so try the highest difficulty you can survive for a while in to make your stones charge faster.&lt;br /&gt;
&lt;br /&gt;
There are 7 exotic refinements:&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Exotic Refinements&lt;br /&gt;
|&lt;br /&gt;
* Charge Required - Reduces the amount of energy needed to fully charge the stone&lt;br /&gt;
* Speed Bonus - Increases the amount of speed that is gained per bar completion&lt;br /&gt;
* Production Bonus - Increases the amount of energy that is gained per bar completion&lt;br /&gt;
* Charge Duration - Decreases the time it takes for the charge bar to fill&lt;br /&gt;
* Speed Tick Duration - Decreases the time it takes for the speed bar to fill&lt;br /&gt;
* Production Tick Duration - Decreases the time it takes for the production bar to fill&lt;br /&gt;
* Extraction / Infinity - Increases the amount of energy gained by the Infinity Power of the charge bar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 levels. The duration exotic refinements reduce the base fill time of each bar by a multiplier. These are the exotic refinements you should actually focus on. You should get at least 20 levels in everything else and then upgrade based on necessity and available exotic gems until at most level 40. Maxing out every exotic refinement for a single stone costs slightly more than 1M exotic gems, so fully upgrading all of them costs around 16-17M exotics in total. &lt;br /&gt;
If you’re wondering how to afford all the upgrades, you can '''add Condense to your tower testing blueprint''', '''try fabricating some exotic producers in Factory''', and '''do 24 hour shipments in Shipyard when the weather is good'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Stone Charging Regions&lt;br /&gt;
! Stone !! Extraction Region !! Speed Region !! Amount Region&lt;br /&gt;
|-&lt;br /&gt;
|Neutral||Neutral||Heaven||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Light||Heaven||Metallic Ruins||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Darkness||Dark Realm||Ocean||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Nature||Jungle||Desert||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Water||Ocean||Beach||Winter&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Volcano||Dark Realm||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Underground||Universe||High Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Air||High Mountain||Heaven||Beach&lt;br /&gt;
|-&lt;br /&gt;
|Electricity||Metallic Ruins||Universe||Volcano&lt;br /&gt;
|-&lt;br /&gt;
|Universal||Universe||Chaos||Neutral&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended. The last perk in the list is the only way to first access the Final Boss.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine&lt;br /&gt;
&lt;br /&gt;
Water: Finishing the current shipment in the Shipyard&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement&lt;br /&gt;
&lt;br /&gt;
Nature, Light, Darkness: Resets the cooldown of town perk respec&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e40 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e50 town resources.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Gives 1e60 town resources.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire: Raises anvil fragment effectivity to the power of 1.1.'''&lt;br /&gt;
&lt;br /&gt;
'''Light: Start with max. Era stat dividers.'''&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.&lt;br /&gt;
&lt;br /&gt;
Universal, Neutral: Multiplies damage of Neutral element by 100 quintillion.&lt;br /&gt;
&lt;br /&gt;
Universal, Other Element(Fire, Earth, Water, Air, Nature, Light, Darkness or Electricity): Multiplies damage of that element by 10 septillion.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.&lt;br /&gt;
&lt;br /&gt;
'''All Stones (Requires Military Tier 15): Craft a boss... (Grants access to the final boss in the [[Statue of Cubos]]. ''Note: Not required after defeating it.'')'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 1 hours instead of 12.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Permanently grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Infinity Forge==&lt;br /&gt;
The Infinity Forge is unlocked via the Infinity Stones. It allows you to reduce the cost of modules by spending Gems, and set their modules to any tier and level they like for free! The maximum tier you can set to costs fragments to upgrade, and each type of module is upgraded seperately with their respective fragment type.&lt;br /&gt;
Upon upgrading reforge levels, a new anvil icon will appear on selected modules on floor 1 of the Workshop. Clicking this is what allows setting module tiers and levels to any specific value of your choosing.&lt;br /&gt;
[[File:Infinityforge.png|200px|thumb|left|The Infinity Forge. Price Factor costs Gems, and Reforge Levels cost fragments]]&lt;br /&gt;
[[File:Reforge.png|200px|thumb|The Reforging menu, where you can set module tier and level.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2858</id>
		<title>Experiment: Earth</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2858"/>
		<updated>2023-06-02T20:38:56Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: fixed typo that I made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EarthExperiment.png|thumb|The Earth Experiment]]&lt;br /&gt;
[[File:Experiment Earth icon.png|left]]&lt;br /&gt;
The '''Earth experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Earth Experiment is to get a certain amount of density.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
Drills dig up earth, higher tier drills collect more earth per tick. Drills can be upgraded and new ones can be purchased using laboratory resources. Cost of buying upgrades and drills increases exponentially with each purchase. Drills will increase volume based on the added mass (keeping density constant), so '''make sure to turn them off before you start compressing!'''&lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density. Compression speed decreases at lower volume (stopping completely at the minimum amount), so gathering more mass will result in faster compression. Certain compression modes will affect the stability of your dirt pile; if stability reaches 0% '''you will lose all previously collected mass and will have to reset the experiment''', so be ready to switch it off once the stability gets low.&lt;br /&gt;
&lt;br /&gt;
The density will eventually reach a maximum amount, at 80 * (4/3)&amp;lt;sup&amp;gt;3*log&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;mass&amp;lt;/sup&amp;gt;, which is approx. 80 * mass&amp;lt;sup&amp;gt;0.78557852143&amp;lt;/sup&amp;gt;. This means to get all the modules, you must have a mass of at least '''2.7e7 (2.7M)''' kg, and to complete all goals, you must have at least '''8.92e12 (892B)''' kg mass.&lt;br /&gt;
&lt;br /&gt;
===Compression modes===&lt;br /&gt;
* '''Slow &amp;amp; Safe''': Drills get slower the higher compression rate gets (stopped at maximum rate), slow compression but won't reduce stability.&lt;br /&gt;
* '''Quick &amp;amp; Dangerous''': Drills can continue normally regardless of compression rate, very fast compression but drains stability&lt;br /&gt;
* '''Stabilize''': Increases stability and slows down the drills.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all your drill tiers and collected earth (purchased drills will remain) and requires you to have a certain amount of mass drilled. Every prestige multiplies the prestige goal by ''exactly'' 1.33, so the current goal mass is &amp;lt;code&amp;gt;1.33&amp;lt;sup&amp;gt;prestige-1&amp;lt;/sup&amp;gt; * 100kg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
* '''-20% Stability loss &amp;amp; +10% stability gain''': Reduces the stability loss when using Quick &amp;amp; Dangerous compression mode and increases stability restoration rate while in Stabilize mode.&lt;br /&gt;
* '''+30% Compressor React &amp;amp; +10% Drillpower''': Increases the reaction speed of the compression bar (the bar will adjust faster) and increases the amount of mass drilled.&lt;br /&gt;
&lt;br /&gt;
'''All increases are multiplicative.'''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Density !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1,750kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earth Taste&lt;br /&gt;
|-&lt;br /&gt;
! 6,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Steel Foundation&lt;br /&gt;
|-&lt;br /&gt;
! 30,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Gravel&lt;br /&gt;
|-&lt;br /&gt;
! 125,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Titanium Hull&lt;br /&gt;
|-&lt;br /&gt;
! 2.5Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Avalanche&lt;br /&gt;
|-&lt;br /&gt;
! 55Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earthquake&lt;br /&gt;
|-&lt;br /&gt;
! 1,000*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth damage&lt;br /&gt;
|-&lt;br /&gt;
! 1,500*1.6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2857</id>
		<title>Experiment: Earth</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2857"/>
		<updated>2023-06-02T20:36:25Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Redid previous edits after they inexplicably vanished somehow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EarthExperiment.png|thumb|The Earth Experiment]]&lt;br /&gt;
[[File:Experiment Earth icon.png|left]]&lt;br /&gt;
The '''Earth experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Earth Experiment is to get a certain amount of density.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
Drills dig up earth, higher tier drills collect more earth per tick. Drills can be upgraded and new ones can be purchased using laboratory resources. Upgrades and drill cost increases exponentially. Drills will increase volume based on the added mass (keeping density constant), so'''make sure to turn them off before you start compressing!'''&lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density. Compression speed decreases at lower volume (stopping completely at the minimum amount), so gathering more mass will result in faster compression. Certain compression modes will affect the stability of your dirt pile; if stability reaches 0% '''you will lose all previously collected mass and will have to reset the experiment''', so be ready to switch it off once the stability gets low.&lt;br /&gt;
&lt;br /&gt;
The density will eventually reach a maximum amount, at 80 * (4/3)&amp;lt;sup&amp;gt;3*log&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;mass&amp;lt;/sup&amp;gt;, which is approx. 80 * mass&amp;lt;sup&amp;gt;0.78557852143&amp;lt;/sup&amp;gt;. This means to get all the modules, you must have a mass of at least '''2.7e7 (2.7M)''' kg, and to complete all goals, you must have at least '''8.92e12 (892B)''' kg mass.&lt;br /&gt;
&lt;br /&gt;
===Compression modes===&lt;br /&gt;
* '''Slow &amp;amp; Safe''': Drills get slower the higher compression rate gets (stopped at maximum rate), slow compression but won't reduce stability.&lt;br /&gt;
* '''Quick &amp;amp; Dangerous''': Drills can continue normally regardless of compression rate, very fast compression but drains stability&lt;br /&gt;
* '''Stabilize''': Increases stability and slows down the drills.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all your drills, mass and diameter and will require you to have a certain amount of mass drilled. Every prestige multiplies the prestige goal by ''exactly'' 1.33, so the current goal mass is &amp;lt;code&amp;gt;1.33&amp;lt;sup&amp;gt;prestige-1&amp;lt;/sup&amp;gt; * 100kg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
* '''-20% Stability loss &amp;amp; +10% stability gain''': Reduces the stability loss when using Quick &amp;amp; Dangerous compression mode and increases stability restoration rate while in Stabilize mode.&lt;br /&gt;
* '''+30% Compressor React &amp;amp; +10% Drillpower''': Increases the reaction speed of the compression bar (the bar will adjust faster) and increases the amount of mass drilled.&lt;br /&gt;
&lt;br /&gt;
'''All increases are multiplicative.'''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Density !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1,750kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earth Taste&lt;br /&gt;
|-&lt;br /&gt;
! 6,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Steel Foundation&lt;br /&gt;
|-&lt;br /&gt;
! 30,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Gravel&lt;br /&gt;
|-&lt;br /&gt;
! 125,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Titanium Hull&lt;br /&gt;
|-&lt;br /&gt;
! 2.5Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Avalanche&lt;br /&gt;
|-&lt;br /&gt;
! 55Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earthquake&lt;br /&gt;
|-&lt;br /&gt;
! 1,000*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth damage&lt;br /&gt;
|-&lt;br /&gt;
! 1,500*1.6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2855</id>
		<title>Experiment: Earth</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2855"/>
		<updated>2023-05-30T20:08:11Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Added key info surrounding experiment mechanics (drills increase volume and mass simultaneously, compression slows down with less volume, etc etc)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EarthExperiment.png|thumb|The Earth Experiment]]&lt;br /&gt;
[[File:Experiment Earth icon.png|left]]&lt;br /&gt;
The '''Earth experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Earth Experiment is to get a certain amount of density.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
=Mechanic==&lt;br /&gt;
Drills dig up earth, upgrades collect earth faster. Additional drills can be purchased. Upgrades and drills cost increase exponentially.  &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density. Stability can be reduced depends on compression mode, if the stability depletes to 0% the experiment will be stopped and have to be reset.&lt;br /&gt;
&lt;br /&gt;
The density will eventually reach a maximum, at 80 * (4/3)&amp;lt;sup&amp;gt;3*log&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;mass&amp;lt;/sup&amp;gt;, which is approx. 80 * mass&amp;lt;sup&amp;gt;0.78557852143&amp;lt;/sup&amp;gt;. This means to get all the modules, you must have at least '''2.7e7'''kg mass, and to complete all goals, you must have at least '''8.92e12'''kg mass.&lt;br /&gt;
&lt;br /&gt;
===Compression modes===&lt;br /&gt;
* '''Slow &amp;amp; Safe''': Drills get slower the higher compression rate gets (stopped at maximum rate), slow compression but won't reduce stability.&lt;br /&gt;
* '''Quick &amp;amp; Dangerous''': Drills can continue normally regardless the compression rate, very fast compression but drains stability&lt;br /&gt;
* '''Stabilize''': Only increases stability and slows down the drills.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all your drills, mass and diameter and will require you to have a certain amount of mass drilled. Every prestige multiplies the prestige goal by ''exactly'' 1.33, so the current goal mass is &amp;lt;code&amp;gt;1.33&amp;lt;sup&amp;gt;prestige-1&amp;lt;/sup&amp;gt; * 100kg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You must choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
* '''-20% Stability loss &amp;amp; +10% stability gain''': Reduces the stability loss when using Quick &amp;amp; Dangerous compression mode and Stabilize mode will increases stability more quickly&lt;br /&gt;
* '''+30% Compressor React &amp;amp; +5% Drillpower''': Increases the compressor reaction (the compressor will reach higher compression rate faster) and increases amount of mass drilled&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Density !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1,750kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earth Taste&lt;br /&gt;
|-&lt;br /&gt;
! 6,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Steel Foundation&lt;br /&gt;
|-&lt;br /&gt;
! 30,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Gravel&lt;br /&gt;
|-&lt;br /&gt;
! 125,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Titanium Hull&lt;br /&gt;
|-&lt;br /&gt;
! 2.5Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Avalanche&lt;br /&gt;
|-&lt;br /&gt;
! 55Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earthquake&lt;br /&gt;
|-&lt;br /&gt;
! 1,000*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth damage&lt;br /&gt;
|-&lt;br /&gt;
! 1,500*1.6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=2854</id>
		<title>Experiment: Water</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=2854"/>
		<updated>2023-05-30T19:46:50Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Edited info about lowered cost scaling upgrade &amp;amp; added tip about never buying it ever because it is objectively much worse than the other prestige upgrade even with copious amounts of resource investment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WaterExperiment.png|thumb|The Water Experiment]]&lt;br /&gt;
[[File:Experiment Water icon.png|left]]&lt;br /&gt;
The '''Water experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 4.&lt;br /&gt;
&lt;br /&gt;
The goal of the Water Experiment is to pump a certain amount of water and cool said water to a certain temperature.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Experiment==&lt;br /&gt;
The water experiment consists of 2 main parts: the '''Tank''' and the '''Battery'''. The tank can initially hold up to 100 L of water.&lt;br /&gt;
&lt;br /&gt;
Below the Tank are 3 buttons:&lt;br /&gt;
&lt;br /&gt;
*'''Fill''': Fills the tank at a rate of 1 L/s&lt;br /&gt;
*'''Freeze''': Cools the contents of the tank down at a rate of 0.5&amp;amp;deg;C/L/h&lt;br /&gt;
*'''Drain''': Drains the tank at a rate of 1 L/s&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a button below the battery:&lt;br /&gt;
&lt;br /&gt;
*'''Charge''': Charges the battery at a rate of 2 W/s&lt;br /&gt;
&lt;br /&gt;
You can only have 1 of these buttons active at any one time.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
The upgrade store allows you to buy upgrades for the experiment tab. The price of each upgrade starts out at {{cost|100|green}}, and gets multiplied by x100 every time you buy an upgrade. Prestiging (primarily the &amp;quot;Free Upgrade&amp;quot; prestige; &amp;quot;Lowered cost scaling&amp;quot; sucks even when spending upwards of e30 resources) is thus vital to being able to afford them. Upgrades and upgrade costs can be reset with the Reset button, along with all experiment progress; do this if you mess up.&lt;br /&gt;
&lt;br /&gt;
====Pump====&lt;br /&gt;
The base rate at which water is pumped into or drained from the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1L / sec., 4 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Tank (Volume)====&lt;br /&gt;
The maximum amount of water that fits into the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Volume: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100L, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Freezer====&lt;br /&gt;
&amp;quot;The base rate at which the freezer cools down the water displayed in &amp;amp;deg;C per L of water per hour.&amp;quot; (It's actually &amp;amp;deg;C times L of water per hour.)&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 1.9&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * -0.5&amp;amp;deg;C/L/h, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overfill (Tank)====&lt;br /&gt;
Allows the tank to be filled beyond the maximum at a slower rate. X represents the excess water.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Max.)====&lt;br /&gt;
The maximum amount of power the battery can store. (Should be in Joules, not Watts.)&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 400W + lvl * 200W, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Power Usage====&lt;br /&gt;
The battery consumption factor of draining, freezing and filling the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: .75&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100%, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Charge)====&lt;br /&gt;
The base rate at which the battery charges up.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 2&amp;lt;sup&amp;gt;lvl/2&amp;lt;/sup&amp;gt; * 2W / sec., 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overcharge (Battery)====&lt;br /&gt;
Allows the battery to be filled beyond the maximum at a slower rate. X represents the excess power.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Pump)====&lt;br /&gt;
Allows the battery to multiply the pumping speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Freezer)====&lt;br /&gt;
Allows the battery to multiply the freezing speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Freezer)====&lt;br /&gt;
Increases the freezing speed based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Battery)====&lt;br /&gt;
Increases the charging speed of the battery based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige drains all of the water from the tank, resets its temperature back to 20&amp;amp;deg;C and the battery back to 0W. You have to choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
*'''+1 Free Upgrade''': You are able to buy an additional upgrade from the store for no charge. '''HEAVILY RECOMMENDED'''&lt;br /&gt;
*'''Lowered upgrade cost scaling''': Lowers the cost scaling for store upgrades by 8% per level, as well as boosting the battery charge and freezer cooling rate by 3% per level (all bonuses are multiplicative). The price scaling multiplier is &amp;lt;code&amp;gt;100 * .92&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; per upgrade, while the charge/cooling rate boost is equal to 1.03&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Volume&amp;lt;br&amp;gt;(Temperature)!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!15L (15&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Water Taste&lt;br /&gt;
|-&lt;br /&gt;
!75L (0&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Frost Nova&lt;br /&gt;
|-&lt;br /&gt;
!200L (-10&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Shield of Frost&lt;br /&gt;
|-&lt;br /&gt;
!500L (-20&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Shatter&lt;br /&gt;
|-&lt;br /&gt;
!1000L (-22&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Extinguish&lt;br /&gt;
|-&lt;br /&gt;
!2500L (-40&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Glacier Spikes&lt;br /&gt;
|-&lt;br /&gt;
!100L (-273&amp;amp;deg;C)&lt;br /&gt;
|[[File:Special Module.png|Defensive|30px]] Absolute Zero&lt;br /&gt;
|-&lt;br /&gt;
!25125L (-35&amp;amp;deg;C)&lt;br /&gt;
| +200% Water damage&lt;br /&gt;
|-&lt;br /&gt;
!5000L (-188&amp;amp;deg;C)&lt;br /&gt;
| +99% Water resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*The water experiment was reworked in update V0.8.4 B1&lt;br /&gt;
*The battery and the whole experiment displays power used as Watts per second (W/s), despite the Watt already being a unit of energy consumption (Joules per second).&lt;br /&gt;
*The module Absolute zero is a reference to the concept of [https://en.wikipedia.org/wiki/Absolute_zero Absolute Zero] in physics.&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2851</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2851"/>
		<updated>2023-05-26T16:05:45Z</updated>

		<summary type="html">&lt;p&gt;Bertie690: Removed misinformatioon surrounding base refining time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Ring, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each empty tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin through it will delete the items you are holding.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list, items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Speed Boost Per Tier&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producer income is multiplied by both with [[Trading Post]] bonus &amp;quot;Production Bonus Resources&amp;quot; and by the [[Power Plant]] Factory boost. The former will be factored in to the rate shown in the tab, but the latter will not, since it speeds up time itself.&lt;br /&gt;
&lt;br /&gt;
Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
All of the following values are in resources/sec.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Type!!T1 [[File:Producer T1.png|frameless]]   !!T2 [[File:Producer T2.png|frameless]]   !!T3 [[File:Producer T3.png|frameless]]   !!T4 [[File:Producer T4.png|frameless]]!!T5 [[File:Producer T5.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:White resource.png|40px|link=Town|Town resource]] [[Town]]&lt;br /&gt;
|0.25&lt;br /&gt;
|150&lt;br /&gt;
|3e5&lt;br /&gt;
|2.5e12&lt;br /&gt;
|1e20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yellow resource.png|40px|link=Power Plant|Power Plant resource]] [[Power Plant]]&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |0.02&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |10&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |2.75e4&lt;br /&gt;
|1.5625e10&lt;br /&gt;
|1.25e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orange resource.png|40px|link=Mine|Mine resource]] [[Mine]]&lt;br /&gt;
|1.04167e11&lt;br /&gt;
|8.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red resource.png|40px|link=Factory|Factory resource]] [[Factory]]&lt;br /&gt;
|8.3333e10&lt;br /&gt;
|6.6667e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purple resource.png|40px|link=Headquarters|Headquarters resource]] [[Headquarters]]&lt;br /&gt;
|1.6667e10&lt;br /&gt;
|1.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pink resource.png|40px|link=Resources|Arcade resource]] [[Arcade]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Green resource.png|40px|link=Resources|Laboratory resource]] [[Laboratory]]&lt;br /&gt;
|3.125e10&lt;br /&gt;
|2.5e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cyan resource.png|40px|link=Shipyard|Shipyard resource]] [[Shipyard]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightblue resource.png|40px|link=Trading Post|Trading Post resource]] [[Trading Post]]&lt;br /&gt;
|2.0833e9&lt;br /&gt;
|1.6667e17&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue resource.png|40px|link=Workshop|Workshop resource]] [[Workshop]]&lt;br /&gt;
|2.5e11&lt;br /&gt;
|2e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grey resource.png|40px|link=Museum|Museum resource]] [[Museum]]&lt;br /&gt;
|2.8333e8&lt;br /&gt;
|2.2222e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brown resource.png|40px|link=Construction Firm|Construction Firm resource]] [[Construction Firm]]&lt;br /&gt;
|2.0833e11&lt;br /&gt;
|1.6667e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black resource.png|40px|link=Statue of Cubos|Statue of Cubos resource]] [[Statue of Cubos]]&lt;br /&gt;
|5e7&lt;br /&gt;
|4e15&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gem.png|40px|link=Gems|Gems]] [[Gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |1000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exotic gem.png|40px|link=Exotic gems|Exotic gems]] [[Exotic gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
[[File:Factory Refining Efficiency.png|thumb|Chart showing the gains in efficiency as you refine more shards, particularly at Tier breakpoints.]]&lt;br /&gt;
&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores. To refine, you must select which shards will participate (generally, you want all of them) and their proportion (equal splits equally, while relative splits according to how many shards you have).&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop. In order to refine a particular tier of ore, you must refine with &amp;lt;b&amp;gt;at least&amp;lt;/b&amp;gt; that many different shard types, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; the total size of the refine must exceed a certain &amp;quot;breakpoint&amp;quot; threshold. It is generally suggested to not refine larger than the threshold for a given tier, because it just wastes time and shards (see chart). The breakpoints are as follows (round up to the nearest integer, the fractions are for data completeness):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Size&lt;br /&gt;
|-&lt;br /&gt;
|T1||12.5&lt;br /&gt;
|-&lt;br /&gt;
|T2||164.157987753&lt;br /&gt;
|-&lt;br /&gt;
|T3||981.805656071&lt;br /&gt;
|-&lt;br /&gt;
|T4||5223.76200109&lt;br /&gt;
|-&lt;br /&gt;
|T5||26919.6914918&lt;br /&gt;
|-&lt;br /&gt;
|T6||137812.5&lt;br /&gt;
|-&lt;br /&gt;
|T7||707792.640311&lt;br /&gt;
|-&lt;br /&gt;
|T8||3662530.24793&lt;br /&gt;
|-&lt;br /&gt;
|T9||19131554.9974&lt;br /&gt;
|-&lt;br /&gt;
|T10||100964071.569&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The belt is very important in reducing the time it takes to refine material. It is &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; faster to refine only what is needed to build the next level belt, start a new refine for one tier higher, and repeat, then it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 5 seconds to refine 1 shard without any belt, skills, or other effects (reduced to 2 seconds if you have the relevant skill). To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/snqbg6250j.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
&amp;lt;small&amp;gt; Main Article: [[Specializations#Factory:_Crafter_and_Fabricator|Factory Floor 2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves mainly using mass to create items, automate crafting, and growing materials from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items and craft scanned items automatically, allowing you to easily craft them.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Fabricator===&lt;br /&gt;
The Fabricator is used to create items out of mass. After the second floor is unlocked, all factory items will display their mass. Their mass represents how much mass you gain from dissolving them. Their mass is also directly proportional to the resources used to make them. (With the exception of ore to ingot. Always turn your ores to dust first or don't directly turn ores to ingots, as they will lose 50% of their worth from doing so.)&lt;br /&gt;
&lt;br /&gt;
After you have scanned a item in the crafter, you can dissolve that item for mass. The mass is stored and can be used to fabricate any scanned item. The fabricator also contains an auto-mass producer, which makes mass passively. However, it is slow for how expensive it is. The  fabricator can be upgrade to increase dissolve speed, increase fabricating speed, increase maximum amount of mass, and increase auto-mass production.&lt;br /&gt;
&lt;br /&gt;
===Tree Farm===&lt;br /&gt;
The Tree Farm is used to grow items. The player can plant saplings, which will grow into trees over time. The more time the tree grows, the faster it will produce. Currently, there are only two types of sapling, rubber and void-rock, which produce rubber and void essence respectively.&lt;br /&gt;
&lt;br /&gt;
===Manufacture===&lt;br /&gt;
The manufacture tab is used for boosters. Boosters, as the name implies, boost things, currently there are three things they boost: resource drops, producer production (normal) and wave acceleration. To unlock the recipes to craft boosters you will need to buy the upgrades on the side of the grid, once you get them, go to the recipes tab to craft them. To use the boosters, go to the manufacture tab and place the boosters in the grid. Please note that spreading them out is more efficient because boosters are multiplicative like that. Boosters and materials needed to craft them are not scannable due to balancing. The upgrades you buy are:&lt;br /&gt;
&lt;br /&gt;
1. Unlock tier 1 boosters and 4 grid slots&lt;br /&gt;
&lt;br /&gt;
2. Unlock the dustribute button found below the grid and also unlock 4 more grid slots&lt;br /&gt;
&lt;br /&gt;
3. Unlock tier 2 boosters, rainbow dust, and 4 further grid slots&lt;br /&gt;
&lt;br /&gt;
4. Unlock tier 3 boosters, void rock saplings, and 4 final grid slots.&lt;br /&gt;
&lt;br /&gt;
The formula for how much each booster stack boosts go as follows: (stack size-1)/(1×10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;-1)&amp;lt;sup&amp;gt;.05&amp;lt;/sup&amp;gt;, which is taken as a % to max boost for a stack. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Acceleration !! Resource drops !! Producer production&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || Please Fill || Please Fill || Please Fill&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || Please Fill || Please Fill || Please Fill&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 1.1 || Please Fill || Please Fill&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bertie690</name></author>
		
	</entry>
</feed>