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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Beyyy23</id>
	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-05-04T22:15:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.1</generator>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=2695</id>
		<title>Military Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=2695"/>
		<updated>2022-12-29T11:57:14Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military Perks are categorized into groups of three, separated by a [[Specializations|specialization]] every fourth tier.&lt;br /&gt;
&lt;br /&gt;
 After each military tier you will get one point you can invest into an additional set of skills that will either give you bonuses to various stats or unlock new powerful features to aid you in your progress. There will be an equal amount of perks than there are military tiers so you will be able to max them out. Your military perk choices will define your play style rather than how fast you will be able to progress. The perk choices that are available to you are also grouped by your progression in the game so it is not possible to accidentally skill something that prevents you from progressing at an acceptable place. In the worst case scenario you will have to slightly adapt your play style.'''&lt;br /&gt;
 &lt;br /&gt;
 - [https://store.steampowered.com/news/app/1197260/view/?emclan=103582791467896851&amp;amp;emgid=3034842800964187126 Taken from the steam news article that introduces Military Perks]&lt;br /&gt;
&lt;br /&gt;
==Group 1 (MT1 to MT3)==&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Backups|&lt;br /&gt;
 The decision to store a copy of all your data and scientific progress turns out to save a tremendous amount of time in the long run.&lt;br /&gt;
 &lt;br /&gt;
 Starting from the next military tier your modules will not be fully reset but instead set to tier 1 with their level maximized.&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Libraries|&lt;br /&gt;
 By combining the wisdom of all structures into one place you can accumulate new knowledge faster.&lt;br /&gt;
 &lt;br /&gt;
 Increases town xp gained from tower testing by 1% for each skillpoint invested into a building skill.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Improved Conditions|&lt;br /&gt;
 By enhancing the working conditions on your island it becomes a substantially more attractive working place. Includes free healthcare for all cubes. &lt;br /&gt;
 &lt;br /&gt;
 Doubles the amount of worker slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Group 2 (MT5 to MT7)==&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Duplicates|&lt;br /&gt;
 Make sure to keep a duplicate of each module around from now on before you ship them to your contracting authority. Who are they anyway? &lt;br /&gt;
 &lt;br /&gt;
 Starting from the next military tier your modules will not be set to tier 1 but instead set to tier 5 with their level maximized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Symmetrical Analysis|&lt;br /&gt;
 Applying the knowledge used in discovering new modules onto the basic understanding of the fundamental composition of enemies yields a higher amount of town resources upon their destruction. &lt;br /&gt;
 &lt;br /&gt;
 Multiplies resource drops from enemies with your module chance factor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Existence Taxes|&lt;br /&gt;
 Thanks to your efforts there is an abundance of things present on your island. It is time to charge them for being there. &lt;br /&gt;
 &lt;br /&gt;
 Increases your total resource drops by 5% for each town level (additively with itself but multiplicatively with all other bonuses).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Group 3 (MT9 to MT11)==&lt;br /&gt;
{{Spoiler hatnote|ERA}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Essence Purification|&lt;br /&gt;
 Condensing raw elemental essence further allows them to release more of their power.&lt;br /&gt;
 &lt;br /&gt;
 Increases the base damage bonus per elemental essence in the workshop from 1% to 5%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|International Experts|&lt;br /&gt;
 Bringing in external sources of knowledge can  greatly enhance what your town is capable if. Don't underestimate sharing experience. &lt;br /&gt;
 &lt;br /&gt;
 Town perks now use your current military tier x 2 when calculating the total bonus of a perk. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Combat Surveillance|&lt;br /&gt;
 Recording and rating the combat data of your tower in real-time seems to yield a significantly higher amount of experience than just trying to randomly guess its performance on the battlefield. &lt;br /&gt;
 &lt;br /&gt;
 Increases your tower testing xp drop rate by your town resource drop rate ^ 0.05.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Group 4 (MT13 to MT15)==&lt;br /&gt;
{{Spoiler hatnote|INFINITY}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Twin Singularity|&lt;br /&gt;
 Analyzing the spacial spectrums of reality reveals that there is a second layer of infinities hidden in the opposite wave direction. &lt;br /&gt;
 &lt;br /&gt;
 Doubles your region infinity highscore in infinity stone calculations, leading to a double charging rate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Time Warping|&lt;br /&gt;
 The infinity stones seem to possess strong reality warping properties. We should use them to further our quest in harvesting more of their powers. &lt;br /&gt;
 &lt;br /&gt;
 Each fully charged infinity stone increases the wave acceleration speed gained from software by 3% (additive with itself, multiplicative with other bonuses).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Eternity Anvil|&lt;br /&gt;
 Drenching the anvil into a sea of liquid infinity greatly enhances its forging capabilities. The fundamental particles that make up the anvil will be replaced with unfathomable eternal matter and infini-toms instead of atoms.&lt;br /&gt;
 &lt;br /&gt;
 Increases the radius of the bonus circle in the anvil by 25% and raises the exponent for shards that do not belong to the primary category of a bonus from 0.75 to 0.8.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Specializations (One every 4th MT)==&lt;br /&gt;
{{See also|Specializations}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Power Plant: Dyson Sphere (Active Path)|&lt;br /&gt;
 Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&lt;br /&gt;
&lt;br /&gt;
 Unlocks the second floor of the power plant.&lt;br /&gt;
&lt;br /&gt;
The dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it '''particularly well suited as a first choice'''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Mine: Asteroid Mining (Mixed Path)|&lt;br /&gt;
 The earth is not enough so we are going to head for the stars. Asteroids can harbour precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&lt;br /&gt;
&lt;br /&gt;
 Unlocks the second floor of the mine.&lt;br /&gt;
&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. '''The mine is also a good early choice.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Factory: Crafter and Fabricator (Idle Path)|&lt;br /&gt;
 Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&lt;br /&gt;
&lt;br /&gt;
 Unlocks the second floor of the factory.&lt;br /&gt;
&lt;br /&gt;
Despite the description, factory floor 2 does ''not'' actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. '''It is highly recommended that you wait and get this specialization last.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Fire_Sword_Studios&amp;diff=2423</id>
		<title>Fire Sword Studios</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Fire_Sword_Studios&amp;diff=2423"/>
		<updated>2022-05-10T06:58:44Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Probably some  [https://www.fs-studios.com/ c o m p a n y] in like Austria of all places. &lt;br /&gt;
&lt;br /&gt;
Something about making AI and helping businesses become better at their craft or do their craft faster, or is it networking? Idk.&lt;br /&gt;
&lt;br /&gt;
They seem pretty cool, but speedy ain't speedy lemme tell ya. &lt;br /&gt;
&lt;br /&gt;
Matt, oh I don't know, he does like the clickity clack tippity tap on his keyboard and that makes dah codes.&lt;br /&gt;
&lt;br /&gt;
They also have cute cute meowys that help a lot. Shout out to Leo, Lina, Nemo, and Simba.&lt;br /&gt;
&lt;br /&gt;
The logo is the firey boi&lt;br /&gt;
&lt;br /&gt;
EDIT from valentane : please do NOT change dat page, its perfect&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=2422</id>
		<title>Era</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=2422"/>
		<updated>2022-05-10T06:54:46Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''Era''' is a phase of the game which opens up at [[Military Tier]] 8. Era begins when the player reaches wave 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
Upon reaching Era, [[enemies]] gain an Era shield and various [[Era#Era Powers|Era powers]], depending on their [[elements|element]].&lt;br /&gt;
&lt;br /&gt;
Every time you hit wave 100b, the era counter increases by 1. For example, if you are in era 5 and hit wave 100b, your era increases to 6.&lt;br /&gt;
&lt;br /&gt;
There are several ways to combat the era enemies' shield and various powers, which most are found in [[Workshop]]--&amp;gt;Stairs&lt;br /&gt;
&lt;br /&gt;
Here is a general overview of Era workshop. INCLUDES SPOILERS!(credit to @TECHTERROR731 on the discord)&lt;br /&gt;
&amp;lt;spoiler&amp;gt; So, Era primer : &lt;br /&gt;
&lt;br /&gt;
-All enemy types have each two new special traits, one offensive and one defensive.&lt;br /&gt;
-By clicking the stairs icon in the Workshop, you can access the era workshop. Build around either being able to survive hits from an enemy or killing one (you need to be dealt at least 0.1 hp of damage for it to count toward hits taken, so universal shield and way too much elemental resistance won't do the trick).&lt;br /&gt;
-All enemies have an &amp;quot;era shield&amp;quot; which divides damage taken and increases their attack by 1e20 (multiplied by 100,000,000,000,000,000,000). This shield can be reduced by unlocking the second tab in the era workshop by unlocking both enemy infos of any specific element. This &amp;quot;era shield&amp;quot; increases by a factor of ~50-60 each era.&lt;br /&gt;
&lt;br /&gt;
-Era research (second tab) : Here you can reduce the Era shield using blue resources and blue gems! The first time buying them will reduce their power by 1e20, and each subsequent one will reduce the power of the shield by about how much it would increase by incrementing the era counter by 1. Spending blue resources (and hits taken/kills of the specific element you're researching), you can unlock the ability to disable that enemy's era abilities during runs! Beware that these costs are multiplicative (at a cost of 1000 XP, the second module to disable would cost 1,000,000 XP and the third 1,000,000,000 XP) so choose carefully which one(s) you want to disable each run. Researching the same element 5 times, or bringing the exp cost down to 950xp unlocks the third tab.&lt;br /&gt;
&lt;br /&gt;
-Era experiments (third tab) : Using the same system of kills/hits taken and blue resources, you can gain essence for each element. These essences can then be spent to gamble for special modules, loosely based off their specific element. You need 5 research of an element, or decrease its disable cost down to 950xp on the second tab to do experiments on it. Here, you can also decrease the XP cost of the in-run Era shield reductions using resources. Killing enemies that have their era traits disabled has a chance to drop an artifact that can help with the it.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tab 1: Era Information===&lt;br /&gt;
In the first tab of the stairs, you will find various bars, 2 for each element to fill. In order to fill these bars, you must kill era enemies of that [[Elements|element]] and get hit by them (You must take at least 0.1 damage to count as a hit) during tower testing. Once a bar is filled for an element, you can reveal it to find out one of the element's era powers. When both bars are revealed for one element, that element may now be disabled and will appear in tab 2 and unlock tab 2 if you haven't already done so. You may need to reach era in different regions if you want to reveal all the elements.&lt;br /&gt;
&lt;br /&gt;
===Tab 2: Era Research===&lt;br /&gt;
In the second tab of the stairs, you will find many bars and buttons. At the top, you will see your era dividers. These divide the era shield of era enemies so it is easier to destroy and survive them. You can increase your dividers by pressing the two buttons beside each icon. Under your era dividers you will find a variety of bars and buttons. These let you decrease the cost to disable the powers of each [[Elements|element]]. The two buttons over the bar will let you speed up the process, at the cost of some hits taken and enemies destroyed. Decreasing the cost to disable the enemy's era powers down to 950xp will appear in tab 3 and unlock tab 3 if you haven't already done so.&lt;br /&gt;
&lt;br /&gt;
===Tab 3: Era Experiments===&lt;br /&gt;
In the final tab of the stairs, there is a bar and many tabs. The bar will let you decrease the cost to temporarily increase your dividers while in a round of the [[Tower Testing|tower testing]]. You can also speed up the process by using gems once you get the Chained Mannequin or you can speed up it with the [[Power Plant|power plant]] once you get the Ominous Coil [[Artifacts|artifact]]. Doing an upgrade will upgrade one of the two dividers '''randomly''', except eventually you will want to fully upgrade this so the randomness doesn't really matter.&lt;br /&gt;
&lt;br /&gt;
Formulas, where &amp;lt;code&amp;gt;lvl&amp;lt;/code&amp;gt; is the number of already purchased upgrades:&lt;br /&gt;
* Upgrade cost is &amp;lt;code&amp;gt;1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1e15&amp;lt;/code&amp;gt; blue resources.&lt;br /&gt;
* The cooldown timer after an upgrade lasts &amp;lt;code&amp;gt;900 - 3.75 * lvl&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
* The cost to skip the cooldown is &amp;lt;code&amp;gt;1.08&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1000&amp;lt;/code&amp;gt; gems.&lt;br /&gt;
* The initial (displayed) XP cost for a divisor is &amp;lt;code&amp;gt;ceiling(0.95&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1e5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Upgrade &amp;lt;code&amp;gt;lvl&amp;lt;/code&amp;gt; maxes at 240 (120 upgrades for each, capping at 213 XP).&lt;br /&gt;
&lt;br /&gt;
Under the bar there are many tabs. These let you gain elemental essence which can unlock modules to the right of the bar. Once you get to [[Military Tier]] 9, elemental essence will also give you a damage boost for each essence you have.&lt;br /&gt;
&lt;br /&gt;
==Era Divisors==&lt;br /&gt;
[[File:Era Tab.png|thumb|The divisor buttons are at the top, above the disables. You can also see the effect of the era multipliers in the enemy stats box.]]&lt;br /&gt;
The Era divisors reduce (divide) the effect of the Era multipliers, which (besides the Era Powers) are one of the biggest obstacles in Era. With each subsequent Era, both enemy damage and enemy HP are multiplied by an increasing value. (FIXME: Put exact formula here.) After a few hundred Eras, the multipliers will exceed 1.8e308 (the largest double value) and become '''infinite''', which is represented by a skull and cannot be reduced to a survivable amount by normal means.&lt;br /&gt;
&lt;br /&gt;
To combat this, you can invest XP in the Era Divisors, which divide the multipliers by 8 for each level. Once the divisor amount exceeds 1.8e308, it becomes infinite as well, and (due to game coding) this infinity takes precedence, completely superseding the Era multipliers for the rest of the run and clamping them to their minimum value of 1x. This is sometimes known as &amp;quot;disabling the Era Shield.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, the initial cost of the divisors is very high - 100000 XP. To be practical, you must use the button in tab 3 in the workshop to reduce the XP cost. Each upgrade multiplies the cost by 0.95, and which one is chosen (HP or damage) is random, but it doesn't matter because you'll want to max them both. Once you've upgraded both 120 times, the cost function will be &amp;lt;code&amp;gt;ceiling((100000 + 10000 * num_upgrades) * 0.95&amp;lt;sup&amp;gt;120&amp;lt;/sup&amp;gt;)&amp;lt;/code&amp;gt; = 213 XP initially, growing by ~21.2 each upgrade. This reduces the XP cost to max a divisor to (at most)&lt;br /&gt;
&amp;lt;code&amp;gt;(342 * 100000 + 342 * 341 * 10000 / 2) * 0.95&amp;lt;sup&amp;gt;120&amp;lt;/sup&amp;gt; + 342&amp;lt;/code&amp;gt; = 1310537 XP, and less if the tab 2 upgrades have been bought.&lt;br /&gt;
&lt;br /&gt;
==Era Powers==&lt;br /&gt;
[[File:Era disables.png|frame]]&lt;br /&gt;
Every enemy has certain powers based on the element it has. These powers can be disabled by using the new Era tab during Tower Testing, at the cost of Tower Testing XP.&lt;br /&gt;
The formula for the XP cost of disables is &amp;lt;code&amp;gt;base_cost * (100 + 0.9 * base_cost)&amp;lt;sup&amp;gt;disables&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;base_cost&amp;lt;/code&amp;gt; is the initial cost (starts at 1000, but can be reduced in Tab 2), and &amp;lt;code&amp;gt;disables&amp;lt;/code&amp;gt; is the number of already-disabled powers.&lt;br /&gt;
&lt;br /&gt;
Note that the costs of already-disabled powers don't matter, so it can help to save your lowest-cost disable for last.&lt;br /&gt;
&lt;br /&gt;
The enemy powers are as follows:&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% additional random-element damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Non-neutral tower damage is reduce by 95%.&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Ignores shield.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Explodes on death.&lt;br /&gt;
===Water===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Slows the tower by 250%.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  80% to reduce damage to 10% of MAX. HP.&lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  100% Lifesteal.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  +25% HP/sec. &amp;amp; +5% MAX. HP/sec.&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Chance to stun the tower.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  55% chance to block incoming damage.&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Warp / Dash Movement.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Reflects 10% of incoming damage. (Based on HP, gets multiplied with Era shield)&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Always archer + Impetus. (Can be boss)&lt;br /&gt;
&lt;br /&gt;
[[ File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Immune to stun.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% of current tower hp as pure damage. (Gets multiplied with Era shield)&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Invisible until close range.&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Reduces resistance against all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Shield that grants 1 sec. invulnerability.&lt;br /&gt;
===Universal===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  +100% damage split across all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  40% chance to fully heal after lethal hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=2421</id>
		<title>Era</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=2421"/>
		<updated>2022-05-10T06:51:37Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''Era''' is a phase of the game which opens up at [[Military Tier]] 8. Era begins when the player reaches wave 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
Upon reaching Era, [[enemies]] gain an Era shield and various [[Era#Era Powers|Era powers]], depending on their [[elements|element]].&lt;br /&gt;
&lt;br /&gt;
Every time you hit wave 100b, the era counter increases by 1. For example, if you are in era 5 and hit wave 100b, your era increases to 6.&lt;br /&gt;
&lt;br /&gt;
There are several ways to combat the era enemies' shield and various powers, which most are found in [[Workshop]]--&amp;gt;Stairs&lt;br /&gt;
&lt;br /&gt;
Here is a general overview of Era workshop. INCLUDES SPOILERS!(credit to @TECHTERROR731 on the discord)&lt;br /&gt;
&amp;lt;spoiler&amp;gt; So, Era primer : &lt;br /&gt;
&lt;br /&gt;
-All enemy types have each two new special traits, one offensive and one defensive.&lt;br /&gt;
-By clicking the stairs icon in the Workshop, you can access the era workshop. Build around either being able to survive hits from an enemy or killing one (you need to be dealt at least 0.1 hp of damage for it to count toward hits taken, so universal shield and way too much elemental resistance won't do the trick).&lt;br /&gt;
-All enemies have an &amp;quot;era shield&amp;quot; which divides damage taken and increases their attack by 1e20 (multiplied by 100,000,000,000,000,000,000). This shield can be reduced by unlocking the second tab in the era workshop by unlocking both enemy infos of any specific element. This &amp;quot;era shield&amp;quot; increases by a factor of ~50-60 each era.&lt;br /&gt;
&lt;br /&gt;
-Era research (second tab) : Here you can reduce the Era shield using blue resources and blue gems! The first time buying them will reduce their power by 1e20, and each subsequent one will reduce the power of the shield by about how much it would increase by incrementing the era counter by 1. Spending blue resources (and hits taken/kills of the specific element you're researching), you can unlock the ability to disable that enemy's era abilities during runs! Beware that these costs are multiplicative (at a cost of 1000 XP, the second module to disable would cost 1,000,000 XP and the third 1,000,000,000 XP) so choose carefully which one(s) you want to disable each run. Researching the same element 5 times, or bringing the exp cost down to 950xp unlocks the third tab.&lt;br /&gt;
&lt;br /&gt;
-Era experiments (third tab) : Using the same system of kills/hits taken and blue resources, you can gain essence for each element. These essences can then be spent to gamble for special modules, loosely based off their specific element. You need 5 research of an element, or decrease its disable cost down to 950xp on the second tab to do experiments on it. Here, you can also decrease the XP cost of the in-run Era shield reductions using resources. Killing enemies that have their era traits disabled has a chance to drop an artifact that can help with the it.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tab 1===&lt;br /&gt;
In the first tab of the stairs, you will find various bars, 2 for each element to fill. In order to fill these bars, you must kill era enemies of that [[Elements|element]] and get hit by them (You must take at least 0.1 damage to count as a hit) during tower testing. Once a bar is filled for an element, you can reveal it to find out one of the element's era powers. When both bars are revealed for one element, that element may now be disabled and will appear in tab 2 and unlock tab 2 if you haven't already done so. You may need to reach era in different regions if you want to reveal all the elements.&lt;br /&gt;
&lt;br /&gt;
===Tab 2===&lt;br /&gt;
In the second tab of the stairs, you will find many bars and buttons. At the top, you will see your era dividers. These divide the era shield of era enemies so it is easier to destroy and survive them. You can increase your dividers by pressing the two buttons beside each icon. Under your era dividers you will find a variety of bars and buttons. These let you decrease the cost to disable the powers of each [[Elements|element]]. The two buttons over the bar will let you speed up the process, at the cost of some hits taken and enemies destroyed.&lt;br /&gt;
&lt;br /&gt;
===Tab 3===&lt;br /&gt;
In the final tab of the stairs, there is a bar and many tabs. The bar will let you decrease the cost to temporarily increase your dividers while in a round of the [[Tower Testing|tower testing]]. You can also speed up the process by using gems once you get the Chained Mannequin or you can speed up it with the [[Power Plant|power plant]] once you get the Ominous Coil [[Artifacts|artifact]]. Doing an upgrade will upgrade one of the two dividers '''randomly''', except eventually you will want to fully upgrade this so the randomness doesn't really matter.&lt;br /&gt;
&lt;br /&gt;
Formulas, where &amp;lt;code&amp;gt;lvl&amp;lt;/code&amp;gt; is the number of already purchased upgrades:&lt;br /&gt;
* Upgrade cost is &amp;lt;code&amp;gt;1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1e15&amp;lt;/code&amp;gt; blue resources.&lt;br /&gt;
* The cooldown timer after an upgrade lasts &amp;lt;code&amp;gt;900 - 3.75 * lvl&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
* The cost to skip the cooldown is &amp;lt;code&amp;gt;1.08&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1000&amp;lt;/code&amp;gt; gems.&lt;br /&gt;
* The initial (displayed) XP cost for a divisor is &amp;lt;code&amp;gt;ceiling(0.95&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1e5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Upgrade &amp;lt;code&amp;gt;lvl&amp;lt;/code&amp;gt; maxes at 240 (120 upgrades for each, capping at 213 XP).&lt;br /&gt;
&lt;br /&gt;
Under the bar there are many tabs. These let you gain elemental essence which can unlock modules to the right of the bar. Once you get to [[Military Tier]] 9, elemental essence will also give you a damage boost for each essence you have.&lt;br /&gt;
&lt;br /&gt;
==Era Divisors==&lt;br /&gt;
[[File:Era Tab.png|thumb|The divisor buttons are at the top, above the disables. You can also see the effect of the era multipliers in the enemy stats box.]]&lt;br /&gt;
The Era divisors reduce (divide) the effect of the Era multipliers, which (besides the Era Powers) are one of the biggest obstacles in Era. With each subsequent Era, both enemy damage and enemy HP are multiplied by an increasing value. (FIXME: Put exact formula here.) After a few hundred Eras, the multipliers will exceed 1.8e308 (the largest double value) and become '''infinite''', which is represented by a skull and cannot be reduced to a survivable amount by normal means.&lt;br /&gt;
&lt;br /&gt;
To combat this, you can invest XP in the Era Divisors, which divide the multipliers by 8 for each level. Once the divisor amount exceeds 1.8e308, it becomes infinite as well, and (due to game coding) this infinity takes precedence, completely superseding the Era multipliers for the rest of the run and clamping them to their minimum value of 1x. This is sometimes known as &amp;quot;disabling the Era Shield.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, the initial cost of the divisors is very high - 100000 XP. To be practical, you must use the button in tab 3 in the workshop to reduce the XP cost. Each upgrade multiplies the cost by 0.95, and which one is chosen (HP or damage) is random, but it doesn't matter because you'll want to max them both. Once you've upgraded both 120 times, the cost function will be &amp;lt;code&amp;gt;ceiling((100000 + 10000 * num_upgrades) * 0.95&amp;lt;sup&amp;gt;120&amp;lt;/sup&amp;gt;)&amp;lt;/code&amp;gt; = 213 XP initially, growing by ~21.2 each upgrade. This reduces the XP cost to max a divisor to (at most)&lt;br /&gt;
&amp;lt;code&amp;gt;(342 * 100000 + 342 * 341 * 10000 / 2) * 0.95&amp;lt;sup&amp;gt;120&amp;lt;/sup&amp;gt; + 342&amp;lt;/code&amp;gt; = 1310537 XP, and less if the tab 2 upgrades have been bought.&lt;br /&gt;
&lt;br /&gt;
==Era Powers==&lt;br /&gt;
[[File:Era disables.png|frame]]&lt;br /&gt;
Every enemy has certain powers based on the element it has. These powers can be disabled by using the new Era tab during Tower Testing, at the cost of Tower Testing XP.&lt;br /&gt;
The formula for the XP cost of disables is &amp;lt;code&amp;gt;base_cost * (100 + 0.9 * base_cost)&amp;lt;sup&amp;gt;disables&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;base_cost&amp;lt;/code&amp;gt; is the initial cost (starts at 1000, but can be reduced in Tab 2), and &amp;lt;code&amp;gt;disables&amp;lt;/code&amp;gt; is the number of already-disabled powers.&lt;br /&gt;
&lt;br /&gt;
Note that the costs of already-disabled powers don't matter, so it can help to save your lowest-cost disable for last.&lt;br /&gt;
&lt;br /&gt;
The enemy powers are as follows:&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% additional random-element damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Non-neutral tower damage is reduce by 95%.&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Ignores shield.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Explodes on death.&lt;br /&gt;
===Water===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Slows the tower by 250%.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  80% to reduce damage to 10% of MAX. HP.&lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  100% Lifesteal.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  +25% HP/sec. &amp;amp; +5% MAX. HP/sec.&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Chance to stun the tower.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  55% chance to block incoming damage.&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Warp / Dash Movement.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Reflects 10% of incoming damage. (Based on HP, gets multiplied with Era shield)&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Always archer + Impetus. (Can be boss)&lt;br /&gt;
&lt;br /&gt;
[[ File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Immune to stun.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% of current tower hp as pure damage. (Gets multiplied with Era shield)&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Invisible until close range.&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Reduces resistance against all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Shield that grants 1 sec. invulnerability.&lt;br /&gt;
===Universal===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  +100% damage split across all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  40% chance to fully heal after lethal hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2383</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2383"/>
		<updated>2022-04-10T00:38:49Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Fabricator */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2382</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2382"/>
		<updated>2022-04-10T00:38:27Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Fabricator */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2381</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2381"/>
		<updated>2022-04-10T00:36:57Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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 them 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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2380</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2380"/>
		<updated>2022-04-10T00:36:00Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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: Crafter and Fabricator]]&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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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 them 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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2379</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2379"/>
		<updated>2022-04-10T00:35:14Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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;See also:[[Specializations#Factory:_Crafter_and_Fabricator|Factory: Crafter and Fabricator]]&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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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 them 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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2378</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2378"/>
		<updated>2022-04-10T00:34:36Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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;See also:[[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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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 them 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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2377</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2377"/>
		<updated>2022-04-10T00:34:10Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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;See also:[[Specializations#Factory:_Crafter_and_Fabricator|Specializations]]&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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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 them 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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=2376</id>
		<title>Progression Guides</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Progression_Guides&amp;diff=2376"/>
		<updated>2022-04-10T00:33:21Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Specializations (Military Perks: Floor 2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a collection of community curated guides for players for the purpose to help them in progressing in the game.&lt;br /&gt;
&lt;br /&gt;
If we miss out anything in the guide, feel free to create a Topic over on the [[Talk:Progression Guides|Discussion]] page of the respective guide.&lt;br /&gt;
 '''This page and all sub-pages within are currently under construction. Information presented may be incomplete. (subject to change)'''&lt;br /&gt;
 If you want to help out in this community project, feel free to join the Discord Server and consult us in #wiki-talk! &lt;br /&gt;
&lt;br /&gt;
=Early Game=&lt;br /&gt;
For players who have just started playing. The game may seem complex at first, but the game can be broken into several chunks each with their own unique goal. &lt;br /&gt;
&lt;br /&gt;
==Military Tier 0 (For new players)==&lt;br /&gt;
&amp;lt;small&amp;gt;Main Article: [[Military Tier 0-1]]&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Welcome to The Perfect Tower II! The first two tiers, MT0 and MT1 are just here to get you familiar to the main game loop. It may seem hard at first but don't worry.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 1 (Military Perks and Workers)==&lt;br /&gt;
&amp;lt;small&amp;gt;Main Article: [[Military Tier 0-1]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the recent Quality of Life updates to the game, focusing on early game progression, you get very useful tools on your first tier-up!&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Military Perks&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Read More: [[Military Perks]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Military Perks are powerful skills that come in groups of three which are fixed to the three Military Tiers that the group reside. (1-3, 5-7, 9-11 and 13-15)&lt;br /&gt;
&lt;br /&gt;
You get to choose one Military Perk every time you tier up. The first group that are available to you would be '''Backups''', '''Libraries''', and '''Improved''' '''Conditions'''.&lt;br /&gt;
&lt;br /&gt;
*Backups make it such that you don't lose all your module levels upon tiering up. Instead, starting from your next tier up, modules start at Tier 1 Level 100 (or T1 Max).&lt;br /&gt;
*Libraries boost the amount of Town XP you gain from killing enemies by 1% (cumulative) based on how many skills you have.&lt;br /&gt;
*Improved Conditions increases your maximum worker slots by 2 per tier up instead of 1.&lt;br /&gt;
&lt;br /&gt;
Each 4th tier you get to choose a specialization, which unlocks a building's second floor (see [[Progression Guides#Specializations .28Military Perks: Floor 2.29|below]])&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Workers&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Read More: [[Workers]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Workers are a form of early game automation that helps free the player from micromanaging some things. You gain one worker slot per Military Tier, inclusive of MT0.&lt;br /&gt;
&lt;br /&gt;
Actions that workers can do include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*Mining Resource Layers in the Mine and digging a New Layer once the current one has been fully mined.&lt;br /&gt;
*Refilling Fuel Sources in the Power Plant when they deplete.&lt;br /&gt;
*Start a Refinement in the Factory that targets the specified tier of ore and collect it once it's complete.&lt;br /&gt;
*Water the soil in the Laboratory Nature Experiment.&lt;br /&gt;
*Upgrading modules when in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 2-3 (Challenges and Exotic Skills)==&lt;br /&gt;
Main Article: [[Military Tier 2-3]]&lt;br /&gt;
&lt;br /&gt;
Here we are, MT2 and MT3. You should have unlocked the last two Buildings: [[Shipyard]] and [[Statue of Cubos]] upon reaching MT2.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 4-5 (Automation and Specializations)==&lt;br /&gt;
Main Article: [[Military Tier 4-5]]&lt;br /&gt;
&lt;br /&gt;
This guide is for players who have just unlocked the Facility AI (MT4) and are looking into automating progress.&lt;br /&gt;
&lt;br /&gt;
With the Military Perks update (v0.9.0), players also unlock the ability to choose a Specialization that boosts gameplay in interesting ways, depending on the path they chose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Specializations (Military Perks: Floor 2)&amp;lt;/u&amp;gt;===&lt;br /&gt;
&amp;lt;small&amp;gt;Main Article: [[Specializations]], Read More: [[Military Perks#Specializations|Military Perks: Specializations]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT4, you get the chance to choose the first of three specializations. Specializations unlock the Second Floor of the associated Building.  &amp;lt;sup&amp;gt;'''(Each specialization works offline and during runs)'''&amp;lt;/sup&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Each specialization has its own perks, and you eventually get to unlock all three of them. You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.  &lt;br /&gt;
&lt;br /&gt;
'''[[Specializations#Factory|Factory: Crafter &amp;amp; Fabricator]] (Idle Path)'''&lt;br /&gt;
&lt;br /&gt;
With the Factory Specialization, you unlock two machines (and a tree farm) that help create materials efficiently! &lt;br /&gt;
&lt;br /&gt;
The '''Crafter''' scans materials for it to learn their crafting recipes and mass produce them! &lt;br /&gt;
&lt;br /&gt;
Craft saplings to grow trees in the '''Tree Farm''' that make resources rain down above your heads! &lt;br /&gt;
&lt;br /&gt;
Too little space left in your inventory but don't want to waste materials? &amp;lt;u&amp;gt;Taking that you have scanned the items previously&amp;lt;/u&amp;gt;, the '''Fabricator''' dissolves any unwanted materials to gain mass that can be used to make any other scanned material in bulk!&lt;br /&gt;
&lt;br /&gt;
If you're ready to spend a lot of time in the factory, this path is for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Specializations#Power Plant|Power Plant: Dyson Sphere]] (Active Path)'''&lt;br /&gt;
&lt;br /&gt;
With the Power Plant Specialization, you get to harness the sun's energy and make your tower more able to take on those pesky enemies!&lt;br /&gt;
&lt;br /&gt;
Create '''Drones''' using resources, launch them and create '''Dyson Rings''' around the sun. &lt;br /&gt;
&lt;br /&gt;
Use drones to create Dyson Power to boost various aspects of your tower. If not actively powered, unless locked by a Dyson Ring, these boosts slowly decay. &lt;br /&gt;
&lt;br /&gt;
Boosts include boosted Resource Drops, Module Drops and the long requested x3 speed!&lt;br /&gt;
&lt;br /&gt;
If you have the urge to micromanage all of your adjustments and your drone army at once, this path is for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Specializations#Mine|Mine: Asteroid Mining]] (Mixed Path)'''&lt;br /&gt;
&lt;br /&gt;
With the Mine Specialization, you aren't bounded to the confines of the Earth anymore as you reach for the stars and mine asteroids in space! &lt;br /&gt;
&lt;br /&gt;
'''Scan''' the vast emptiness of space to find '''asteroid clusters''' and find out what '''valuable loot''' lurks within. You can also opt to do a quick scan but it will not yield any hints. &lt;br /&gt;
&lt;br /&gt;
Set up your '''Drill''' to mine these asteroid clusters to gain resources, artifacts, modules, and more! &lt;br /&gt;
&lt;br /&gt;
If you like having a mix between idling and being active, this path is for you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Mid Game=&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
&lt;br /&gt;
You should have unlocked all 15 regions at this point, so now the real game begins! Good Luck!&lt;br /&gt;
&lt;br /&gt;
This is the point in the game where endless mode becomes the main focus for progression.&lt;br /&gt;
&lt;br /&gt;
==Military Tier 6-7 (Endless Runs)==&lt;br /&gt;
Main Article: [[Military Tier 6-7]]&lt;br /&gt;
&lt;br /&gt;
==Early Era (Era Primer)==&lt;br /&gt;
Main Article: [[Military Tier 8-10]] &lt;br /&gt;
&lt;br /&gt;
==Mid Era (Evolution)==&lt;br /&gt;
Main Article: [[Military Tier 8-10]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Late Game=&lt;br /&gt;
{{Spoiler hatnote|Infinity}}&lt;br /&gt;
&lt;br /&gt;
This point in the game is where the focus starts to shift.&lt;br /&gt;
&lt;br /&gt;
==Late Era (to Infinity and Beyond)==&lt;br /&gt;
Main Article: [[Military Tier 11-13]] &lt;br /&gt;
&lt;br /&gt;
==Infinity==&lt;br /&gt;
Main Article: [[Military Tier 11-13]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Endgame=&lt;br /&gt;
Main Article: [[Military Tier 14-15]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Related Pages=&lt;br /&gt;
'''Progression'''&lt;br /&gt;
&lt;br /&gt;
[[Military Tier]] • [[Era]] • [[Infinity]]&lt;br /&gt;
&lt;br /&gt;
[[Military Perks]]&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
Credits to all the users who have helped in creating guides for each stage of progression and to those that allowed us to reproduce their guides from steam or from the [https://discord.gg/fireswordstudios discord server].&lt;br /&gt;
&lt;br /&gt;
Titles:&lt;br /&gt;
*[[Special:Contributions/Cibilik|Eractricity]]&lt;br /&gt;
&lt;br /&gt;
Informations:&lt;br /&gt;
*[[Special:Contributions/Arvingoperfect|ArvingoPro]]&lt;br /&gt;
&lt;br /&gt;
Curators:&lt;br /&gt;
*[[Special:Contributions/Cratorrex.rx|cratorrex.rx]]&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}{{ProgressionGuides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2375</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2375"/>
		<updated>2022-04-10T00:32:24Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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;{{See also|Specializations}}&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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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 them 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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2374</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2374"/>
		<updated>2022-04-10T00:31:11Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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;
{{See also|Specializations}}&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 dissolve and create them out of mass and easily craft them. To scan an item, you need 1000 pieces of said item, and the materials used to craft that item already scanned (This excludes ores and rubbers). &lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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 them 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, the only type of sapling is Rubber Saplings, which produces rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2373</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2373"/>
		<updated>2022-04-10T00:26:41Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* The Fabricator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. It also has the scanner which is used to scan items.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is 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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Dissolves scanned items for mass, and Fabricates scanned items from mass.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. (You can't launch if a dyson ring is being formed.)&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched as soon as you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2372</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2372"/>
		<updated>2022-04-10T00:25:30Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* The Crafter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. It also has the scanner which is used to scan items.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is 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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. (You can't launch if a dyson ring is being formed.)&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched as soon as you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2371</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2371"/>
		<updated>2022-04-10T00:24:39Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* The Crafter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned (Ores 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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. (You can't launch if a dyson ring is being formed.)&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched as soon as you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2370</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2370"/>
		<updated>2022-04-10T00:18:26Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Second Floor */&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 2 seconds to refine 1 shard without any belt, skills, or other effects. 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;
{{See also|Specializations#Factory:_Crafter_and_Fabricator}}&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves using mass to create items and growing items from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items, allowing you to dissolve and create them out of mass and easily craft them. Scanning an item 1000 of that item. 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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&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, where you only get 50% their mass. To get the full amount of mass per ore, turn the ore to dust then smelt the dust). 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 researched item. This helps in late game by allowing players to use large amounts of leftover low tier ore from refining shards to make high tier ores. The fabricator also contains an auto-mass producer, which makes mass without using any items. 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, the only type of sapling is Rubber Saplings, which grow rubber.&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>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2346</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2346"/>
		<updated>2022-03-21T00:15:16Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''313''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|40|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|26|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral and universal enemies that enter it.&lt;br /&gt;
|Neutral Universal||ACTIVE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]||Secret&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. Rak created this curse with the power of lost savegames.&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''&lt;br /&gt;
|5|| ||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||16|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||17||18||19|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||20||21|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||22||23||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||{{number|1e33}}||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||{{number|100e30}}||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||{{number|10e30}}||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||{{number|1e30}}||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||{{number|100e27}}||Provides a 25% chance to deal additional Neutral infinity damage.&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||{{number|10e27}}||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||{{number|1e27}}||Deals two independent instances of infinity Water and Air damage.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||{{number|1e27}}||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||{{number|100e24}}||Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||{{number|10e24}}||Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||{{number|100e24}}||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||{{number|1e27}}||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||{{number|10e27}}||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||{{number|100e27}}||Deals two independent instances of infinity Light and Darkness damage.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||{{number|1e27}}||Deals two independent instances of infinity Earth and Nature damage.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||{{number|1e27}}||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||{{number|10e27}}||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||{{number|1e27}}||Deals two independent instances of infinity Fire and Electricity damage.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||{{number|10e27}}||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||{{number|100e27}}||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||{{number|1e30}}||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||{{number|10e30}}||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||{{number|100e30}}||Reflects a part of the incoming damage in form of neutral infinity damage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||{{number|1e33}}||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework.&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*When the 2 new patreon and discord supporter tiers got released, a new module type called &amp;quot;Supporter Modules&amp;quot; has surfaced. Supporter modules are tower modules that are made with the help of a supporter (basically, their module idea came to life). This comes with limitations, mainly that the modules has to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;. Also, that only one module idea can be added in per user. (These are exclusive to supporters with subscriptions to the &amp;quot;Divine Quasar&amp;quot; supporter tier, which is the current highest supporter tier.)&lt;br /&gt;
**As the time of typing these messages down, only 2 supporter modules are revealed to the public, with one of which already owned by many.&lt;br /&gt;
**Supporter modules are special, in a way that they're not only helped made by supporters, but also that some have extreme ways on how to getting them, and some are actually extreme based on what effects they give.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2345</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2345"/>
		<updated>2022-03-21T00:03:26Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''313''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|40|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|26|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral and universal enemies that enter it.&lt;br /&gt;
|Neutral Universal||ACTIVE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]||Secret&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. Rak created this curse with the power of lost savegames.&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''&lt;br /&gt;
|5|| ||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||16|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||17||18||19|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||20||21|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||22||23||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||{{number|1e33}}||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||{{number|100e30}}||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||{{number|10e30}}||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||{{number|1e30}}||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||{{number|100e27}}||Provides a 25% chance to deal additional Neutral infinity damage.&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||{{number|10e27}}||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||{{number|1e27}}||Deals two independent instances of infinity Water and Air damage.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||{{number|1e27}}||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||{{number|100e24}}||Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||{{number|10e24}}||Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||{{number|100e24}}||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||{{number|1e27}}||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||{{number|10e27}}||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||{{number|100e27}}||Deals two independent instances of infinity Light and Darkness damage.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||{{number|1e27}}||Deals two independent instances of infinity Earth and Nature damage.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||{{number|1e27}}||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||{{number|10e27}}||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||{{number|1e27}}||Deals two independent instances of infinity Fire and Electricity damage.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||{{number|10e27}}||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||{{number|100e27}}||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||{{number|1e30}}||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||{{number|10e30}}||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||{{number|100e30}}||Reflects a part of the incoming damage in form of neutral infinity damage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||{{number|1e33}}||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework.&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*When the 2 new patreon and discord supporter tier got released, a new module type called &amp;quot;Supporter Modules&amp;quot; has surfaced. Supporter modules are rewards granted to supporters with subscriptions to the &amp;quot;Divine Quasar&amp;quot; tier which is the current highest supporter tier. They're tower modules that are made with the help of a supporter (basically, their module idea came to life), this comes with limitations, mainly that the modules has to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;. Also, that only one module idea can be added in per user.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2255</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2255"/>
		<updated>2022-02-10T07:43:52Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Construction Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. (You can't launch if a dyson ring is being formed.)&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched as soon as you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2254</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2254"/>
		<updated>2022-02-10T07:42:46Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Construction Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. '''You can't launch if a dyson ring is being formed.'''&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, '''drones are launched as soon as you click the launch button''', and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2253</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2253"/>
		<updated>2022-02-10T07:41:58Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Construction Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2252</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2252"/>
		<updated>2022-02-10T07:40:41Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Changes to Power Plant Floor 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2251</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2251"/>
		<updated>2022-02-10T07:39:17Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2250</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2250"/>
		<updated>2022-02-10T07:39:00Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*'''Factory Items'''&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2249</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2249"/>
		<updated>2022-02-10T07:34:55Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Treasures Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*'''Modules'''&lt;br /&gt;
&lt;br /&gt;
*'''Artifacts'''&lt;br /&gt;
&lt;br /&gt;
*'''Boosts'''&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*'''Factory Items'''&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2248</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2248"/>
		<updated>2022-02-10T07:34:32Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Treasures Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*'''Modules'''&lt;br /&gt;
&lt;br /&gt;
*'''Artifacts'''&lt;br /&gt;
&lt;br /&gt;
*'''Boosts'''&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*'''Factory Items'''&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2247</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2247"/>
		<updated>2022-02-10T07:33:12Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*'''Modules'''&lt;br /&gt;
&lt;br /&gt;
*'''Artifacts'''&lt;br /&gt;
&lt;br /&gt;
*'''Boosts'''&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*'''Factory Items'''&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2246</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2246"/>
		<updated>2022-02-10T07:32:46Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*'''Modules'''&lt;br /&gt;
&lt;br /&gt;
*'''Artifacts'''&lt;br /&gt;
&lt;br /&gt;
*'''Boosts'''&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*'''Factory Items'''&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2245</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2245"/>
		<updated>2022-02-10T07:32:29Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*'''Modules'''&lt;br /&gt;
&lt;br /&gt;
*'''Artifacts'''&lt;br /&gt;
&lt;br /&gt;
*'''Boosts'''&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*'''Factory Items'''&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
: *At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
: *At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
: *At MT11, you can get the Gem Producer and Below&lt;br /&gt;
: *At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2244</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2244"/>
		<updated>2022-02-10T07:32:10Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*'''Modules'''&lt;br /&gt;
&lt;br /&gt;
*'''Artifacts'''&lt;br /&gt;
&lt;br /&gt;
*'''Boosts'''&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*'''Factory Items'''&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
: *At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
: *At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
 And so on, and so forth.&lt;br /&gt;
: *At MT11, you can get the Gem Producer and Below&lt;br /&gt;
: *At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2243</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2243"/>
		<updated>2022-02-10T07:31:22Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*''Modules''&lt;br /&gt;
&lt;br /&gt;
*''Artifacts''&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
:*Item reward tiers are now linked to your current military tier.&lt;br /&gt;
: *At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
: *At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
: And so on, and so forth.&lt;br /&gt;
: *At MT11, you can get the Gem Producer and Below&lt;br /&gt;
: *At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2242</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2242"/>
		<updated>2022-02-10T07:30:16Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
:*Item reward tiers are now linked to your current military tier.&lt;br /&gt;
: *At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
: *At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
: And so on, and so forth.&lt;br /&gt;
: *At MT11, you can get the Gem Producer and Below&lt;br /&gt;
: *At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2241</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2241"/>
		<updated>2022-02-10T07:29:13Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Reward Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
:*Item reward tiers are now linked to your current military tier.&lt;br /&gt;
: **At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
At MT11, you can get the Gem Producer&lt;br /&gt;
At MT12, you can get the Exotic Producer&lt;br /&gt;
Thanks for reading ^^, hope you consider.&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2198</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2198"/>
		<updated>2021-11-06T13:58:51Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* List of artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''13''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the Halloween event (Oct.31st to Nov.7th, 2021)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2197</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2197"/>
		<updated>2021-11-06T13:58:19Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* List of artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''13''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the Halloween event (Oct.31st to Nov.7th, 2021)&lt;br /&gt;
| Gives 5% more town resources(This is subject to change).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2191</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2191"/>
		<updated>2021-11-03T11:59:38Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Asteroid Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Mine:_Asteroid_Mining|Second Floor of the Mine]].&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the [[Specializations#Asteroids_Tab|asteroid cluster]] at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible [[Specializations#Treasures_Tab|reward]] in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed [[Specializations#Cluster_Tab|clusters]] on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2190</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2190"/>
		<updated>2021-11-03T11:55:11Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Mine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2189</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2189"/>
		<updated>2021-11-03T11:54:15Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Drill Operator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2188</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2188"/>
		<updated>2021-11-03T11:53:19Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Dissolving Expert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2187</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2187"/>
		<updated>2021-11-03T11:52:24Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* The Dyson Sphere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2186</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2186"/>
		<updated>2021-11-03T11:51:11Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Factory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2185</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2185"/>
		<updated>2021-11-03T11:49:37Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Ore Manager */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Factory.&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2184</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2184"/>
		<updated>2021-11-03T11:48:45Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Buy &amp;amp; Combine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the crusher to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Factory.&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2183</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2183"/>
		<updated>2021-11-03T11:48:00Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Construction Firm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 Power Stones and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the crusher to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Factory.&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2182</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2182"/>
		<updated>2021-11-03T11:46:56Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Laboratory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any building that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 Power Stones and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the crusher to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Factory.&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2181</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2181"/>
		<updated>2021-11-03T11:44:28Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* Shipyard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the nature experiment garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the neutral experiment on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the water experiment. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any building that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 Power Stones and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the crusher to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Factory.&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2180</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2180"/>
		<updated>2021-11-03T11:42:55Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* The Dyson Sphere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders shipments and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the nature experiment garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the neutral experiment on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the water experiment. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any building that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 Power Stones and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the crusher to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Factory.&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2179</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2179"/>
		<updated>2021-11-03T11:41:42Z</updated>

		<summary type="html">&lt;p&gt;Beyyy23: /* The Dyson Sphere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Powerplant Floor 2|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders shipments and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the nature experiment garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the neutral experiment on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the water experiment. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any building that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 Power Stones and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the crusher to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Factory.&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the Second Floor of the Mine.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Beyyy23</name></author>
		
	</entry>
</feed>