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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bjh0501</id>
	<title>The Perfect Tower II - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bjh0501"/>
	<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/Special:Contributions/Bjh0501"/>
	<updated>2026-05-01T19:00:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.1</generator>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2542</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2542"/>
		<updated>2022-07-11T22:22:15Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics (hidden, because several of the category names spoil things later in the game):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Category Name&lt;br /&gt;
! colspan=6 | # Required to Unlock Stone&lt;br /&gt;
! rowspan=2 | Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|S1||S2||S3||S4||S5||S6&lt;br /&gt;
|-&lt;br /&gt;
! Time Played&lt;br /&gt;
|8h||24h||72h||120h||168h||240h&lt;br /&gt;
| Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
! Total Gems Collected&lt;br /&gt;
|100||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Total Resources&lt;br /&gt;
|1e4||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Shards Refined&lt;br /&gt;
|1e4||1e6||1e8||1e10||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Resources Produced&lt;br /&gt;
|1000||1e5||1e7||1e9||1e11||1e13&lt;br /&gt;
|-&lt;br /&gt;
! Power Plant: Total Power Produced&lt;br /&gt;
|1e6||1e8||1e9||1e11||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Shipyard: Resources Earned&lt;br /&gt;
|1e6||1e8||5e9||5e11||2.5e12||10e12&lt;br /&gt;
|-&lt;br /&gt;
! Arcade: Coins Earned&lt;br /&gt;
|100||1000||5000||1e4||colspan=2|&lt;br /&gt;
|-&lt;br /&gt;
! Cylindro Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Pyramidas Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Cubos Jr. Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Dodecai Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Perfect Space: Highscore&lt;br /&gt;
|1000||1e4||1e5||colspan=3|&lt;br /&gt;
| Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
! Enemies Destroyed&lt;br /&gt;
|1e4||5e5||7e6||9e7||2e8||4e8&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Layers Generated&lt;br /&gt;
|100||500||1000||2000||1e4||2.5e4&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Tiles Uncovered&lt;br /&gt;
|1600||8000||1.6e4||3.2e4||2e5||4e5&lt;br /&gt;
|-&lt;br /&gt;
! Trading Post: Total Times Traded&lt;br /&gt;
|15||50||120||300||700||2000&lt;br /&gt;
|-&lt;br /&gt;
! Infinity Stones: Times Used&lt;br /&gt;
|10||25||50||100||200||500&lt;br /&gt;
|-&lt;br /&gt;
! Modules Unlocked&lt;br /&gt;
|10% (31)||20% (63)||40% (127)||60% (190)||80% (254)||100% (318)&lt;br /&gt;
| Scales with max. module count, numbers floor down&lt;br /&gt;
|-&lt;br /&gt;
! Challenges Completed&lt;br /&gt;
|2||6||12||30||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Normal Mode Completed&lt;br /&gt;
|6||18||36||54||72||90&lt;br /&gt;
| The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts Researched&lt;br /&gt;
|2||7||12||colspan=3|&lt;br /&gt;
| Scales with max. artifact count(?)&lt;br /&gt;
|-&lt;br /&gt;
! ?????? ????????&lt;br /&gt;
|colspan=6|???&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
Note: a few of these values were taken from pretty old images, they may still be accurate but they may not be, please add your own value if the actual value is diffrent&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available. The offshore market sells higher tier power stones at an increased cost. The maximum tier power stone for sale is dependent on an upgrade purchasable with {{resource|Grey}} resources, but will never exceed your highest obtained power stone for that element. Upgrading tiers costs 36000*1.8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; to upgrade to max-tier (lvl+3); you start at maximum tier 2. Stones cost 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much), which gets expensive &amp;lt;i&amp;gt;very&amp;lt;/i&amp;gt; quickly, so think carefully before upgrading your max-tier too high - there's no way to downgrade.&lt;br /&gt;
&lt;br /&gt;
At any given time, there are 6 different elements of power stones available in the offshore market in varying tiers, chosen randomly. These power stones change every 1 hour; this timer can be sped up by employing [[Power Plant]] boosts. It is possible to find Universal power stones for sale in the offshore market (without first crafting one), with a 20% chance per refresh.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Primordial Power''' - Increases Power Stone resource boost by 1%*total Power Stone tier inside the loadout instead of 1% per Power Stone.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2491</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2491"/>
		<updated>2022-05-12T22:30:45Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you should buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 1&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&lt;br /&gt;
'''WARNING, MAJOR SPOILER BELOW: FINAL BOSS SPOILER'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 5&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thorus===&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs 100QiD (1e50) Statue Resources&lt;br /&gt;
*'''Local Save Insurance:''' Costs 1NoD (1e60) Statue Resources&lt;br /&gt;
*'''Account Insurance:''' Costs 10DVi (1e70) Statue Resources&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
'''Protection'''&lt;br /&gt;
&lt;br /&gt;
*'''Light'''&lt;br /&gt;
&lt;br /&gt;
#'''Blessing:'''&lt;br /&gt;
#'''divinity:'''&lt;br /&gt;
#'''flash:'''&lt;br /&gt;
&lt;br /&gt;
*'''Earth'''&lt;br /&gt;
&lt;br /&gt;
#'''earth shield:'''&lt;br /&gt;
#'''fortify:'''&lt;br /&gt;
&lt;br /&gt;
*'''Water'''&lt;br /&gt;
&lt;br /&gt;
#'''sprinkler:'''&lt;br /&gt;
#'''ice shield:'''&lt;br /&gt;
#'''blizzard:'''&lt;br /&gt;
&lt;br /&gt;
'''Destruction'''&lt;br /&gt;
&lt;br /&gt;
*'''Fire'''&lt;br /&gt;
&lt;br /&gt;
#'''fireball:'''&lt;br /&gt;
#'''firestorm:'''&lt;br /&gt;
#'''inferno:'''&lt;br /&gt;
&lt;br /&gt;
*'''Darkness'''&lt;br /&gt;
&lt;br /&gt;
#'''unholy blast:'''&lt;br /&gt;
#'''soul siphon:'''&lt;br /&gt;
#'''nightmare:'''&lt;br /&gt;
&lt;br /&gt;
*'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
#'''thundershock:'''&lt;br /&gt;
#'''lightning:'''&lt;br /&gt;
#'''tesla surge:'''&lt;br /&gt;
&lt;br /&gt;
'''Alteration'''&lt;br /&gt;
&lt;br /&gt;
*'''Nature'''&lt;br /&gt;
&lt;br /&gt;
#'''regrowth:'''&lt;br /&gt;
#'''thorns:'''&lt;br /&gt;
#'''seeds:'''&lt;br /&gt;
&lt;br /&gt;
*'''Air'''&lt;br /&gt;
&lt;br /&gt;
#'''air burst:'''&lt;br /&gt;
#'''tornado:'''&lt;br /&gt;
#'''vacuum:'''&lt;br /&gt;
&lt;br /&gt;
'''Obliteration'''&lt;br /&gt;
&lt;br /&gt;
*'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
#'''gattling:'''&lt;br /&gt;
#'''shockwave:'''&lt;br /&gt;
#'''amplify:'''&lt;br /&gt;
&lt;br /&gt;
*'''Universal'''&lt;br /&gt;
&lt;br /&gt;
#'''antimatter blast:'''&lt;br /&gt;
#'''cosmic ray:'''&lt;br /&gt;
#'''black hole:'''&lt;br /&gt;
&lt;br /&gt;
===Thorus(final)===&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=2490</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=2490"/>
		<updated>2022-05-12T22:25:24Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including choosing a [[Military Perks|Military Perk]] to unlock, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T4&lt;br /&gt;
*Workers&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T6&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: up to 250&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Institution==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach wave 1 Million&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (Bonus)&lt;br /&gt;
**&amp;lt;spoiler&amp;gt;Gives a 1% damage bonus for each Essence currently owned by the player (Essence can be found in the third tab of Workshop (Era))&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
&lt;br /&gt;
==Tier 10 - Global Operator==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11 - Planetary Domination==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! &amp;lt;spoiler&amp;gt;(Disable neutral era element past era 1 million to receive the neutral infinity stone) if you forgot to disable the neutral element in your first run don't panic, you can easily get it in 1 min using a simple trick. all you need to do is go into a new run on the region you have already gotten to era 10m on, then disable neutral and use Critical Wavejump to skip to era 1m before getting /inf on the era shield again. doing this will make you instantly die but not before you get the neutral inf stone which saves you from having to do another hour long run.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
**This does not mark the beginning of Infinity yet.&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2, WAVE_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity) - Space Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Infinity 1(Era 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Workshop (Infinity)]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13 - Exoplanetary Colonies==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
*Reach Infinity 2&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
&lt;br /&gt;
==Tier 14 - Solar Conquest==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
*Reach Infinity 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15 - FTL Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*300 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity 25&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! &amp;lt;spoiler&amp;gt;Obtain and Unlock all Infinity Stones.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*New software: WAVE_RESTART.PKG, INFINITY_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
=Trivia and Notes=&lt;br /&gt;
&lt;br /&gt;
*MT7 Reward: &amp;quot;Modules: T1(Maxed)&amp;quot; has been moved to Military Perks as of the Military Perks Update (v0.9.0 B1, Sunday, 29 August 2021)&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2488</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2488"/>
		<updated>2022-05-11T12:24:22Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Early Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon first entering Infinity, and subsequently being obliterated by the overpowered enemies, you will obtain 2 new [[Modules]] that are vital to progression in Infinity phase, ''Infinity Foundation'' and ''Infinity Attack''. The former prevents your untimely demise to the hands of Infinity enemies, and the latter allows you to meaningfully damage them. Upon Tiering up, you will gain access to the Infinity Tab in the second floor of the Workshop, which just like Era, contains everything you need to start progressing through Infinity.&lt;br /&gt;
&lt;br /&gt;
==Infinity Enemies &amp;amp; Module Fragments==&lt;br /&gt;
[[File:Infinityanalysis.png|200px|thumb|The Analysis tab shows information about the new Infinity enemies.]]&lt;br /&gt;
[[File:Modulefragments.png|200px|thumb|The 4 types of module fragments.]]&lt;br /&gt;
For this section we should understand some new terminology, with information from the Analysis tab. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all newly spawned enemies will gain a staggering ''100QiD (1e50)'' resistance to Era damage, and deal Infinity damage, which without Infinity Foundation, will kill you instantly. Enemies get '''dramatically''' increased stats for each Infinity wave, on higher difficulties gain modifiers to make them even more tough, as well as '''mimicking''' your currently equipped modules! Enemies cannot mimic Special modules, but they can mimic any other module, including the new Infinity Tier modules! The number of modules that enemies can mimic is equal to ''1+Log10(Current Infinity)'', meaning every new digit in your current Infinity wave grants the enemies to mimic an additional module. However, killing Infinity enemies will grant you a new resource: '''Module Fragments'''. These are used all over the Infinity Workshop tab, so getting as many as you can is vital to your progress. There are 4 kinds of module fragments, each corresponding to the 4 main types of modules; Offensive, Defensive, Utility, and Ultimate.&lt;br /&gt;
&lt;br /&gt;
Because of how powerful your own modules are against you, the name of the game now is to make a blueprint that can handle your own modules, and actually kill Infinity enemies. Here are some helpful tips to get you started:&lt;br /&gt;
*'''Don't overthink things.''' Infinity enemies are not as strong as they appear to be. While they heavily resist Era damage, they are not ''immune'' to it, so if you get enough damage multipliers, you can still damage Infinity enemies with Era damage. Try out some new combinations of modules to see if you can break through their resistance.&lt;br /&gt;
*'''Try to limit your module usage.''' Since Infinity enemies can mimic any of your non-Special modules, modules that might seem harmless could actually become very dangerous in the hands of enemies, so make sure to think about what you add to your blueprint.&lt;br /&gt;
*'''Don't be afraid to be creative.''' Some specific modules might actually be beneficial for you if enemies copy it! Innovation is key to progressing here, so turning enemies' massive advantage against them is something to consider.&lt;br /&gt;
*And finally, '''Remember it is okay if you are constantly dying at the beginning.''' Much like Era, you'll need to redevelop your entire strategy to combat against the new enemies. Don't get frustrated over this. Dr. Cubical is rooting for you! If you're having trouble, don't be afraid to check out the official [https://discord.gg/fireswordstudios Discord] Server. People are very much willing to help you if you need it.&lt;br /&gt;
&lt;br /&gt;
==Infinity Grid==&lt;br /&gt;
{{See also|Modules#Infinity}}&lt;br /&gt;
[[File:Infinitygridsection.png|200px|thumb|The starting section of the Infinity Grid.]]&lt;br /&gt;
&lt;br /&gt;
The Infinity Grid is where you unlock new Infinity Tier modules. Aside from ''Infinity Foundation'' and ''Infinity Attack'', which are unlocked immediately upon reaching Infinity 1 for the first time, these cost module fragments to unlock. Naturally, these modules are all very powerful, and can help you reach higher and higher Infinities, but be warned that Infinity enemies can mimic them as well.&lt;br /&gt;
&lt;br /&gt;
==Anvil==&lt;br /&gt;
&lt;br /&gt;
The Anvil is one of the main features of the Infinity Workshop. It provides a large number of boosts that are very helpful for progressing through Infinity, and can be accessed by clicking on the Anvil icon at the bottom right of any tab. Each node corresponds to a specific boost, and they can be activated and improved by spending your hard earned module fragments. The positions of the nodes change slowly, moving constantly, but their positions are universal for every player. You can only upgrade nodes in a circle that you can move around via your cursor or by the sliders on the left. Permanent upgrades are done by the hammer icon, and will permanently increase all bonuses in the selection circle. Locking is done via the lock icon, and will grant you a large boost on top of the permanent bonus, but will prevent upgrading until it is unlocked by either moving the circle or pressing the lock button again. '''Note: Locked bonuses will remain even if the node moves outside the circle afterwards.'''&lt;br /&gt;
[[File:Anvil.png|300px|thumb|The main Anvil menu. Permanent and Temporary bonuses are shown for the nodes in the circle.]]&lt;br /&gt;
There are 4 categories of bonuses. Fragments that are of a different type than the bonus are less effective at upgrading it, so prioritise the same type of fragment as the bonuses.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Offensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Neutral)&lt;br /&gt;
* Damage Factor (Fire)&lt;br /&gt;
* Damage Factor (Water)&lt;br /&gt;
* Damage Factor (Earth)&lt;br /&gt;
* Damage Factor (Air)&lt;br /&gt;
* Damage Factor (Nature)&lt;br /&gt;
* Damage Factor (Light)&lt;br /&gt;
* Damage Factor (Darkness)&lt;br /&gt;
* Damage Factor (Electricity)&lt;br /&gt;
* Damage Factor (Universal)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Defensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resistance (vs. Neutral)&lt;br /&gt;
* Resistance (vs. Fire)&lt;br /&gt;
* Resistance (vs. Water)&lt;br /&gt;
* Resistance (vs. Earth)&lt;br /&gt;
* Resistance (vs. Air)&lt;br /&gt;
* Resistance (vs. Nature)&lt;br /&gt;
* Resistance (vs. Light)&lt;br /&gt;
* Resistance (vs. Darkness)&lt;br /&gt;
* Resistance (vs. Electricity)&lt;br /&gt;
* Resistance (vs. Universal)&lt;br /&gt;
* Max. Health (Tower)&lt;br /&gt;
* Max. Shield (Tower)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Utility Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resource Drops (Enemies)&lt;br /&gt;
* Cooldown (Active Modules)&lt;br /&gt;
* Tower Testing XP Factor&lt;br /&gt;
* Town XP Factor&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Ultimate Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Tower)&lt;br /&gt;
* Basic Resistance (Tower)&lt;br /&gt;
* Attack Range (Tower)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Progressing==&lt;br /&gt;
&lt;br /&gt;
Once you've made a blueprint able to consistently defeat Infinity enemies, you should start considering getting more Infinities, both on different regions and pushing higher on Forest Easy, since this is required to get higher Military Tiers. It is highly recommended at this time to get as many regions and difficulties as you can to a highscore of Era 1, to boost the software Wave Horizon, which will speed up getting different regions to Infinity 1. After this, make your way up to MT15, so you can get powerful softwares along the way to make your runs even faster than ever before. &lt;br /&gt;
&lt;br /&gt;
=Late Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT15, you might notice that you didn't get access to the final boss just yet. This will be explained further down the page. You might have also noticed you gained other Infinity Stones from your time gaining Infinity 1s. These are very important to furthering your power and progress at this stage.&lt;br /&gt;
&lt;br /&gt;
==Infinity Stones==&lt;br /&gt;
&lt;br /&gt;
The Infinity Stones are a set of extremely powerful stones that provide game-changing effects, and are the main focus of this stage. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be so large it is essentially impossible. However, these progress bars can be sped up in two ways: Increasing your Infinity high scores for the provided regions, which will give the corresponding amount of Infinity Power, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.&lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at Era 1M, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. See [[Regions]] for more information.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
* Earth: Underground (R4)&lt;br /&gt;
* Fire: Volcano (R5)&lt;br /&gt;
* Air: High Mountain (R6)&lt;br /&gt;
* Nature: Jungle (R7)&lt;br /&gt;
* Electric: Metallic Ruins (R8)&lt;br /&gt;
* Water: Ocean (R10)&lt;br /&gt;
* Darkness: Dark Realm (R12)&lt;br /&gt;
* Light: Heaven (R13)&lt;br /&gt;
* Universal: Universe (R14)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 50 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Neutral&lt;br /&gt;
| 1000 or greater % Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Earth&lt;br /&gt;
| 100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Fire&lt;br /&gt;
| T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Air&lt;br /&gt;
| 1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Nature&lt;br /&gt;
| 100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Electric&lt;br /&gt;
| 100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Water&lt;br /&gt;
| 100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Darkness&lt;br /&gt;
| 12 or more Maximized servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Light&lt;br /&gt;
| 10000 or more Arcade Coins in the Arcade&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Universal&lt;br /&gt;
| Tier 3 Cylindro defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]&lt;br /&gt;
[[File:Stone Charge Menu.png|200px|thumb|This is the Charging menu shows the bonuses, charge times, infinity power and amount charged.]]&lt;br /&gt;
[[File:Infstonepower.png|200px|thumb|The formulas for increased Infinity Power on higher difficulties.]]&lt;br /&gt;
To charge a stone you will need to get a base value of 1 trillion (1e12) elemental energy, which can be reduced by purchasing the &amp;quot;Charge Required&amp;quot; exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, each time it fills you will get an amount of elemental energy which can be boosted by the bottom bar (production), the time it takes to charge can be reduced by the middle bar (speed) the base time it takes for a bar to fill is equal to 8760 hours/Infinity Power on the specific region for that bar, region depends on the stone and the bar. '''Higher Difficulties give much more Infinity Power per Infinity''', so be sure to try higher difficulties to make your stones even faster.&lt;br /&gt;
&lt;br /&gt;
There are 7 exotic refinements:&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Exotic Refinements&lt;br /&gt;
|&lt;br /&gt;
* Charge Required - Reduces the amount of energy needed to fully charge the stone&lt;br /&gt;
* Speed Bonus - Increases the amount of speed that is gained per bar completion&lt;br /&gt;
* Production Bonus - Increases the amount of energy that is gained per bar completion&lt;br /&gt;
* Charge Duration - Decreases the time it takes for the charge bar to fill&lt;br /&gt;
* Speed Tick Duration - Decreases the time it takes for the speed bar to fill&lt;br /&gt;
* Production Tick Duration - Decreases the time it takes for the production bar to fill&lt;br /&gt;
* Extraction / Infinity - Increases the amount of energy gained by the Infinity Power of the charge bar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 levels. The duration exotic refinements reduce the base fill time of each bar by a multiplier. These are the exotic refinements you should actually focus on. You should get at least 20 levels in everything else and then upgrade based on necessity and available exotic gems until at most level 40. Wondering how you can afford them? Make sure to have the Condense module while Infinity pushing.&lt;br /&gt;
&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended. The last perk in the list is the only way to first access the Final Boss.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine&lt;br /&gt;
&lt;br /&gt;
Water: Finishing the current shipment in the Shipyard&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement&lt;br /&gt;
&lt;br /&gt;
Nature, Light, Darkness: Resets the cooldown of town perk respec&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e40 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e50 town resources.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Gives 1e60 town resources.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire: Raises anvil fragment effectivity to the power of 1.1.'''&lt;br /&gt;
&lt;br /&gt;
'''Light: Start with max. Era stat dividers.'''&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.&lt;br /&gt;
&lt;br /&gt;
Universal, Neutral: Multiplies damage of Neutral element by 100 quintillion.&lt;br /&gt;
&lt;br /&gt;
Universal, Other Element(Fire, Earth, Water, Air, Nature, Light, Darkness or Electricity): Multiplies damage of that element by 10 septillion.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.&lt;br /&gt;
&lt;br /&gt;
'''All Stones (Requires Military Tier 15): Craft a boss... (Grants access to the final boss in the [[Statue of Cubos]]. ''Note: Not required after defeating it.'')'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 1 hours instead of 12.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Permanently grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Infinity Forge==&lt;br /&gt;
The Infinity Forge is unlocked via the Infinity Stones. It allows you to reduce the cost of modules by spending Gems, and set their modules to any tier and level they like for free! The maximum tier you can set to costs fragments to upgrade, and each type of module is upgraded seperately with their respective fragment type.&lt;br /&gt;
Upon upgrading reforge levels, a new anvil icon will appear on selected modules on floor 1 of the Workshop. Clicking this is what allows setting module tiers and levels to any specific value of your choosing.&lt;br /&gt;
[[File:Infinityforge.png|200px|thumb|left|The Infinity Forge. Price Factor costs Gems, and Reforge Levels cost fragments]]&lt;br /&gt;
[[File:Reforge.png|200px|thumb|The Reforging menu, where you can set module tier and level.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2419</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2419"/>
		<updated>2022-05-08T04:11:04Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &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:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&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]]||'''Generic Armor'''&lt;br /&gt;
|250|| ||Era Experiment: Universal||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||Armor&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2418</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2418"/>
		<updated>2022-05-08T04:09:44Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &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:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&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]]||'''Generic Armor'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||Armor&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2417</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2417"/>
		<updated>2022-05-08T03:11:02Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &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:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=2416</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=2416"/>
		<updated>2022-05-07T13:10:29Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including choosing a [[Military Perks|Military Perk]] to unlock, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T4&lt;br /&gt;
*Workers&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T6&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: up to 250&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Institution==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach wave 1 Million&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (Bonus)&lt;br /&gt;
**&amp;lt;spoiler&amp;gt;Gives a 1% damage bonus for each Essence currently owned by the player (Essence can be found in the third tab of Workshop (Era))&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
&lt;br /&gt;
==Tier 10 - Global Operator==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11 - Planetary Domination==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! &amp;lt;spoiler&amp;gt;(Disable neutral era element past era 1 million to receive the neutral infinity stone) if you forgot to disable the neutral element in your first run don't panic, you can easily get it in 1 min using a simple trick. all you need to do is go into a new run on the region you have already gotten to era 10m on, then disable neutral and use Critical Wavejump to skip to era 1m before getting /inf on the era shield again. doing this will make you instantly die but not before you get the neutral inf stone which saves you from having to do another hour long run.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
**This does not mark the beginning of Infinity yet.&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2, WAVE_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity) - Space Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Workshop (Infinity)]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13 - Exoplanetary Colonies==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
&lt;br /&gt;
==Tier 14 - Solar Conquest==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15 - FTL Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*300 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity 100&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! &amp;lt;spoiler&amp;gt;Obtain and Unlock all Infinity Stones.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
&lt;br /&gt;
=Trivia and Notes=&lt;br /&gt;
&lt;br /&gt;
*MT7 Reward: &amp;quot;Modules: T1(Maxed)&amp;quot; has been moved to Military Perks as of the Military Perks Update (v0.9.0 B1, Sunday, 29 August 2021)&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=2297</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=2297"/>
		<updated>2022-02-25T13:53:48Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
[[File:Blue resource.png|left]]&lt;br /&gt;
The '''Workshop''' is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a module opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to level 100 at the base tier, except for certain Modules like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your module will be at the level you upgraded them to in the workshop when you start a new Tower Testing session. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional module tiers are unlocked at higher [[Military Tier|military tiers]] inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module. &lt;br /&gt;
&lt;br /&gt;
Percentage based modules are usually capped at tier 5, additive modules are usually infinite.&lt;br /&gt;
&lt;br /&gt;
There are five categories of modules:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where modules become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Synergy''' - Increases the total damage output of the tower by 1% for each offensive module inside your blueprint (additive to itself, multiplicative to other factors).&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
*'''Reforge''' - Increases the total damage resistance of the tower against any incoming damage type by 1% for each defensive module inside your blueprint (additive to itself).&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
* '''Treasure Map''' - Clicking on the module icon in the top left corner of the region preview displays the drop chances for all remaining modules of the selected region.&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=2296</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=2296"/>
		<updated>2022-02-25T13:52:05Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}&lt;br /&gt;
[[File:Green resource.png|left]]&lt;br /&gt;
The '''laboratory''' is a building where you perform various experiments in order to unlock [[modules]] and [[elements|elemental]] damage &amp;amp; resistance bonuses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Experiments==&lt;br /&gt;
Experiments function as small incremental games, where the reward for progressing in them are [[modules]] and damage and resistance bonus to respective elements.&lt;br /&gt;
&lt;br /&gt;
Most experiments can be prestiged, trading green resources and a certain amount of progress for a permanent bonus in the experiment&lt;br /&gt;
&lt;br /&gt;
There are '''12''' different experiments to complete. Click the icons below to navigate to the detail page for that experiment:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Fire icon.png|center|link=Experiment: Fire|Fire]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Water icon.png|center|link=Experiment: Water|Water]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Nature icon.png|center|link=Experiment: Nature|Nature]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Earth icon.png|center|link=Experiment: Earth|Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Electricity icon.png|center|link=Experiment: Electricity|Electricity]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Darkness icon.png|center|link=Experiment: Darkness|Darkness]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Light icon.png|center|link=Experiment: Light|Light]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Air icon.png|center|link=Experiment: Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Neutral icon.png|center|link=Experiment: Neutral|Neutral]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Experiment Universal icon.png|center|link=Experiment: Universal|Universal]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Gem.png|center|link=Experiment: Gems|Gems]]&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot; |[[File:Exotic gem.png|center|link=Experiment: Exotic|Exotic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Each building tier constructed unlocks new experiments.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Laboratory&lt;br /&gt;
!Experiments&lt;br /&gt;
|-&lt;br /&gt;
|Tier 1&lt;br /&gt;
|[[Experiment: Neutral|Neutral]], [[Experiment: Fire|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|Tier 2&lt;br /&gt;
|[[Experiment: Nature|Nature]], [[Experiment: Electricity|Electricity]]&lt;br /&gt;
|-&lt;br /&gt;
|Tier 3&lt;br /&gt;
|[[Experiment: Earth|Earth]], [[Experiment: Light|Light]]&lt;br /&gt;
|-&lt;br /&gt;
|Tier 4&lt;br /&gt;
|[[Experiment: Water|Water]], [[Experiment: Air|Air]]&lt;br /&gt;
|-&lt;br /&gt;
|Tier 5&lt;br /&gt;
|[[Experiment: Darkness|Darkness]], [[Experiment: Universal|Universal]]&lt;br /&gt;
|-&lt;br /&gt;
|Tier 6&lt;br /&gt;
|[[Experiment: Gems|Gems]], [[Experiment: Exotic|Exotic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Science Funds''' - Reduces the conversion rate of laboratory resources by 1 per 5 experiment prestiges. The total sum of all prestige counts is used to calculate the resduction.&lt;br /&gt;
&lt;br /&gt;
==Exotic skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Fundamentals''' - Removes the negative prestige effects of the Fire, Water, Nature and Earth experiments. resetting the prestige tree to respend points still performs a full prestige with all its downsides.&lt;br /&gt;
*'''Forces''' - Removes the negative prestige effects of the Electricity, Darkness, Light and Air experiments. resetting the prestige tree to respend points still performs a full prestige with all its downsides.&lt;br /&gt;
*'''Universal Theorem''' - Removes the negative prestige effects of the Neutral, Universal, Gems and Exotic experiments. resetting the prestige tree to respend points still performs a full prestige with all its downsides.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{Navbox experiments}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=2295</id>
		<title>Skills (Upgrade)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=2295"/>
		<updated>2022-02-25T13:19:07Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is the page referring to Skills that are purchased using skill points that increase the capabilities of certain town buildings. To see Skills referring to the module type, please click [[Skills (Module)|here]].''&lt;br /&gt;
&lt;br /&gt;
Skills can be purchased using skill points to enhance or add capability to certain town buildings. Skill points are acquired by leveling up (by playing rounds and killing enemies).&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
&lt;br /&gt;
*'''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
*'''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
*'''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if the current amount of power exceeds the maximum amount.&lt;br /&gt;
*'''Component Recycling''' - Increases the amount of resources returned from selling components to 50% instead of 25%.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
*'''Detector''' - Automatically reveals the content of one covered tile without digging it up every time a new layer is being generated.&lt;br /&gt;
*'''Deep Mining''' - Increases all resource, resource shard and gem rewards by 100%.&lt;br /&gt;
*'''Collapsing Tunnels''' - Installs an automated drill that passively drills 1m/hour (even offline). Each mine tier increases the speed 0.5m/hour.&lt;br /&gt;
*'''Offline Mining''' - Allows the mine to continue producing resource shards while the game is closed at 50% of the original speed.&lt;br /&gt;
*'''Tank Expansion''' - Expands the tankvolume of the drill by 10 for each drillpower or fuel usage upgrade.&lt;br /&gt;
*'''Advanced Drill''' - Increases the drillpower by 10% for each tier of the mine.&lt;br /&gt;
&lt;br /&gt;
==Factory==&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;
==Headquarters==&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Arcade==&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to recieve unique rewards.&lt;br /&gt;
*'''High Stakes''' - Increases the amount of tokens gained from minigames.&lt;br /&gt;
*'''Foretelling''' - Raises the luck factor for all minigames to the power of 1.1.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to manually refresh the rewards of the Lucky Wheel.&lt;br /&gt;
*'''Determination''' - Increase the luck factor in Adventure based on rooms cleared and distance to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Unlocks all rows of Jumble for potential reward combinations.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
*'''Science Funds''' - Reduces the conversion rate of laboratory resources by 1 per 5 experiment prestiges. The total sum of all prestige counts is used to calculate the resduction.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
*'''Sturdy Decks''' - Reduces the effects of bad weather by 50%&lt;br /&gt;
*'''Precious Freight''' - Applies the shipment bonus to regular gems at a reduced rate of x^0.5.&lt;br /&gt;
*'''Advanced Navigation''' - By taking longer shortcuts each shipment will yield more sea miles. &lt;br /&gt;
**Raises the seamile multiplier to the power of 1.2 for all shipments that take longer than 5 minutes total&lt;br /&gt;
&lt;br /&gt;
==Trading Post==&lt;br /&gt;
&lt;br /&gt;
*'''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
*'''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
*'''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
*'''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
*'''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Synergy''' - Increases the total damage output of the tower by 1% for each offensive module inside your blueprint (additive to itself, multiplicative to other factors).&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
*'''Reforge''' - Increases the total damage resistance of the tower against any incoming damage type by 1% for each defensive module inside your blueprint (additive to itself).&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
*'''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
*'''Fast Construction''' - Increases the construction speed of all buildings by 20% for each tier of the construction firm.&lt;br /&gt;
*'''Cheap Materials''' - Decreases the construction cost of all buildings by 10% for each tier of the construction firm.&lt;br /&gt;
*'''Magic Workers''' - Allows you to instantly finish an active construction project by using an exotic gem.&lt;br /&gt;
*'''Offline Construction''' - Allows the construction of buildings to continue while the game is closed.&lt;br /&gt;
*'''Construction Boost''' - Enables the ability to boost the current production by around 4% / sec. of the total time consuming 2.5 Gems / sec. until you stop.&lt;br /&gt;
*'''Efficiency''' - Decreases the conversion rate from 60 to 40.&lt;br /&gt;
&lt;br /&gt;
==Statue of Cubos==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=2291</id>
		<title>Skills (Module)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=2291"/>
		<updated>2022-02-21T23:28:03Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Attack modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Desperado&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|100+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:20&lt;br /&gt;
|-&lt;br /&gt;
|Earthquake&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;
|5000+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:23&lt;br /&gt;
(T5)0:11&lt;br /&gt;
|-&lt;br /&gt;
|Gigantic Vines&lt;br /&gt;
|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 attack speed by 33% and deals 10% of their current hitpoints as nature damage to them.&lt;br /&gt;
|800+33% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:03.5&lt;br /&gt;
(T5)0:07.5&lt;br /&gt;
|(T1)1:20&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Glacier Spikes&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;
|1000+5% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:04&lt;br /&gt;
(T5)0:08&lt;br /&gt;
|(T1)1:15&lt;br /&gt;
(T5)0:35&lt;br /&gt;
|-&lt;br /&gt;
|Lifeleech&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as nature damage.&lt;br /&gt;
|80+3% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Firestorm&lt;br /&gt;
|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;
|500+12% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|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;
|125+15% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Super Multishot&lt;br /&gt;
|Instantly fires a missile at up to 60 targets around the tower.&lt;br /&gt;
|1500+33% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Dark Sacrifice&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases its darkness damage multiplicatively by [sacrificed amount]^0.2 for a certain amount of time.&lt;br /&gt;
|20+8% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Fracture&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;
|25+4% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:08&lt;br /&gt;
(T5)0:20&lt;br /&gt;
|0:20&lt;br /&gt;
|-&lt;br /&gt;
|Violent Seeds&lt;br /&gt;
|Continuously increases the tower's nature damage until the end of the duration.&lt;br /&gt;
|10+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|-&lt;br /&gt;
|Redirect&lt;br /&gt;
|Sacrifices the tower's shield and in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|20+6% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:25&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|100+4% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|2000+5% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:01 stun&lt;br /&gt;
(T5)0:04 stun&lt;br /&gt;
|0:08&lt;br /&gt;
|-&lt;br /&gt;
|Neutral Focus&lt;br /&gt;
|Increases neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Increases fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Water Focus&lt;br /&gt;
|Increases water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Earth Focus&lt;br /&gt;
|Increases earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Air Focus&lt;br /&gt;
|Increases air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Nature Focus&lt;br /&gt;
|Increases nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Light Focus&lt;br /&gt;
|Increases light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Darkness Focus&lt;br /&gt;
|Increases darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Focus&lt;br /&gt;
|Increases electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Universal Focus&lt;br /&gt;
|Increases universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Defense modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Simple Heal&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|25+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:00.5&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Heal&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|5000+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Dispel&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|5+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Titanum Hull&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;
|25+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:00&lt;br /&gt;
|1:30&lt;br /&gt;
|-&lt;br /&gt;
|Frost Nova&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 9 seconds.&lt;br /&gt;
|100+33% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:04 freeze&lt;br /&gt;
(T5)0:09 freeze&lt;br /&gt;
|(T1)0:35&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|-&lt;br /&gt;
|Magical Orbs&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3seconds.&lt;br /&gt;
|500+40% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:10&lt;br /&gt;
(T5)0:30&lt;br /&gt;
|(T1)2:00&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ward&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once that enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|400+25% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:03 stun&lt;br /&gt;
(T5)0:05 stun&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|-&lt;br /&gt;
|Temporal Barrier&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 1% of its maximum hitpoints per damage instance.&lt;br /&gt;
|5000+1% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:10&lt;br /&gt;
(T5)0:30&lt;br /&gt;
|(T1)1:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|-&lt;br /&gt;
|Tideshift&lt;br /&gt;
|Sets the whole map under water. Slows the movement and attack speed 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;
|5000+10% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:10 slow&lt;br /&gt;
(T5)0:30 slow&lt;br /&gt;
|(T1)2:00&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|-&lt;br /&gt;
|Sandstorm&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;
|2000+5% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:12 slow&lt;br /&gt;
(T5)0:40 slow&lt;br /&gt;
|(T1)2:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Utility modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Recharge&lt;br /&gt;
|Instantly refills the tower's energy to 100%&lt;br /&gt;
|1&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)1:40&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|(T1)100+2% Max.Energy&lt;br /&gt;
(T5)1000000+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)9:30&lt;br /&gt;
(T5)4:00&lt;br /&gt;
|-&lt;br /&gt;
|Awareness&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, Not town XP.)&lt;br /&gt;
|(T1)100+40% Max.Energy&lt;br /&gt;
(T5)100+65% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:35&lt;br /&gt;
(T5)1:00&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Neutral Response&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral typed enemies.&lt;br /&gt;
|3750+5% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)1:10&lt;br /&gt;
(T5)0:05&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ultimate modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Immortality Shield&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time&lt;br /&gt;
|500+70% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:02&lt;br /&gt;
(T5)0:06&lt;br /&gt;
|(T1)1:00&lt;br /&gt;
(T5)0:20&lt;br /&gt;
|-&lt;br /&gt;
|Radar&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|100+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:02.2&lt;br /&gt;
(T5)0:04&lt;br /&gt;
|0:20&lt;br /&gt;
|-&lt;br /&gt;
|Void&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral and universal enemies that enter it.&lt;br /&gt;
|25000+40% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|(T1)0:10&lt;br /&gt;
(T5)0:30&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Hurricane&lt;br /&gt;
|Increases the attack speed by 40%, all air damage dealt by 5000% and the attack range of the tower by 20%.&lt;br /&gt;
|200+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:26&lt;br /&gt;
(T5)0:50&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Stream of Life&lt;br /&gt;
|Multiplies the damage bonus of nature damage by x^0.1 where x is the current health regeneration of the tower a the moment of using this module. Disables the health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|2000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower&lt;br /&gt;
|Boosts the tower's attack speed by 70%, multiplies the max health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|(T1)1000+50% Max.Energy&lt;br /&gt;
(T5)1000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 2&lt;br /&gt;
|Massively boosts the tower's attack speed (+400%) and multiplies its energy regeneration by 4.&lt;br /&gt;
|(T1)1000+60% Max.Energy&lt;br /&gt;
(T5)1000+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 3&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|1000+90%~10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Snap of Destiny&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|50000+95% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:30&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Reboot&lt;br /&gt;
|Sets the current hitpoints of the tower to exactly 1.&lt;br /&gt;
|1&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:20&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2290</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2290"/>
		<updated>2022-02-21T22:58:53Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 6 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
* [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Map''':&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*5 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving(WASD), waiting(Space) or placing bombs(Q).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
===Maze Generation===&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
===Upgrades (R to open):===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
* [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine) &lt;br /&gt;
'''warning''': the boss 5 card currently isn't in the game, since boss 5 isn't in the game either&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, ????(boss 5, not in-game yet) || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power || Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos ||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1600</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1600"/>
		<updated>2021-06-16T07:26:09Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Insituation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
*Modules: T2(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 10 - Global Operator==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11 - Planetary Domination==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules: T3(Maxed)&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2, WAVE_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity) - Space Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13 - Exoplanetary Colonies==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules: T4(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 14 - Solar Conquest==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15 - FTL Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Modules: T5(Maxed)&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1536</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1536"/>
		<updated>2021-06-06T05:59:52Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &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;
==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, or ultimate. &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 bonuses.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game 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;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of 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.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.&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;
===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 faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There is only one player drop chance bonus currently which is the [[Workshop#Skills|Analysis skill]] obtained from the workshop.&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. 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;
There are currently '''294''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''[[Module - Basic Attack|Basic Attack]]'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''|| ||[[Experiment: Fire]]|| ||Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''|| ||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''||Yes||[[Experiment: Water]]|| ||Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''|| ||[[Experiment: Water]]|| ||Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''|| ||[[Experiment: Water]]|| ||Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''|| ||[[Experiment: Water]]|| ||Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''||Yes||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''|| ||[[Experiment: Water]]|| ||Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]|| ||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''|| ||[[Experiment: Nature]]|| ||Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''||Yes||[[Experiment: Nature]]|| ||Continously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''|| ||[[Experiment: Nature]]|| ||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''|| ||[[Experiment: Nature]]|| ||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''||Yes||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''|| ||[[Experiment: Earth]]|| ||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''||Yes||[[Experiment: Earth]]|| ||Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''||Yes||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''|| ||[[Experiment: Electricity]]|| ||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]|| ||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''|| ||[[Experiment: Darkness]]|| ||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''||Yes||[[Experiment: Light]]|| ||Removes a negative buff from the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''||Yes||[[Experiment: Light]]|| ||Instantly refills the towers energy to 100%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''|| ||[[Experiment: Neutral]]|| ||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''|| ||[[Experiment: Neutral]]|| ||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''|| ||[[Experiment: Neutral]]|| ||Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''|| ||[[Experiment: Neutral]]|| ||Provides a chance to deal more damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]|| ||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''|| ||[[Experiment: Gems]]|| ||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''|| ||[[Experiment: Gems]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]|| ||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop|| ||Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop|| ||Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop|| ||Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop|| ||Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu after beating Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''|| ||Challenge: 1-1|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''|| ||Challenge: 1-3|| ||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''|| ||Challenge: 1-4|| ||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''|| ||Challenge: 1-5|| ||Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''|| ||Challenge: 1-6|| ||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]&lt;br /&gt;
|'''Energy Flow'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Headhunting'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Advanced Heal'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Yes&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Yes&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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||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;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||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 bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&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. The infinity grid starts in the centre 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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||10 OC||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||1 OC||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||100 SP||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||10 SP||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||1 SP||Provides a 25% chance to deal additional Neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||100 SX||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||10 SX||Deals two independent instances of infinity Water and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||10 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||1 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||100 QI||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||1 SX||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||10 SX||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||100 SX||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||10 SX||Deals two independent instances of infinity Light and Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||10 SX||Deals two independent instances of infinity Earth and Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||10 SX||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||100 SX||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||10 SX||Deals two independent instances of infinity Fire and Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||100 SX||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||1 SP||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||10 SP||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||100 SP||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||1 OC||Reflects a part of the incoming damage in form of neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||10 OC||Erases half of all enemies from the map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&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;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1423</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1423"/>
		<updated>2021-05-17T10:45:04Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &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;
==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, or ultimate. &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 bonuses.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game 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;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of 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.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.&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;
===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 faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There is only one player drop chance bonus currently which is the [[Workshop#Skills|Analysis skill]] obtained from the workshop.&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. 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;
There are currently '''287''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''[[Module - Basic Attack|Basic Attack]]'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''|| ||[[Experiment: Fire]]|| ||Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''|| ||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''||Yes||[[Experiment: Water]]|| ||Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''|| ||[[Experiment: Water]]|| ||Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''|| ||[[Experiment: Water]]|| ||Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''|| ||[[Experiment: Water]]|| ||Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''||Yes||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''|| ||[[Experiment: Water]]|| ||Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]|| ||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''|| ||[[Experiment: Nature]]|| ||Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''||Yes||[[Experiment: Nature]]|| ||Continously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''|| ||[[Experiment: Nature]]|| ||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''|| ||[[Experiment: Nature]]|| ||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''||Yes||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''|| ||[[Experiment: Earth]]|| ||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''||Yes||[[Experiment: Earth]]|| ||Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''||Yes||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''|| ||[[Experiment: Electricity]]|| ||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]|| ||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''|| ||[[Experiment: Darkness]]|| ||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''||Yes||[[Experiment: Light]]|| ||Removes a negative buff from the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''||Yes||[[Experiment: Light]]|| ||Instantly refills the towers energy to 100%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''|| ||[[Experiment: Neutral]]|| ||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''|| ||[[Experiment: Neutral]]|| ||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''|| ||[[Experiment: Neutral]]|| ||Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''|| ||[[Experiment: Neutral]]|| ||Provides a chance to deal more damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]|| ||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''|| ||[[Experiment: Gems]]|| ||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''|| ||[[Experiment: Gems]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]|| ||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop|| ||Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop|| ||Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop|| ||Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop|| ||Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu after beating Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''|| ||Challenge: 1-1|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''|| ||Challenge: 1-3|| ||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''|| ||Challenge: 1-4|| ||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''|| ||Challenge: 1-5|| ||Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''|| ||Challenge: 1-6|| ||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]&lt;br /&gt;
|'''Energy Flow'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Headhunting'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Advanced Heal'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Yes&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Yes&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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||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;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||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 bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&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. The infinity grid starts in the centre 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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||10 OC||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||1 OC||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||100 SP||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||10 SP||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||1 SP||Provides a 25% chance to deal additional Neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||100 SX||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||10 SX||Deals two independent instances of infinity Water and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||10 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||1 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||100 QI||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||1 SX||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||10 SX||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||100 SX||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||10 SX||Deals two independent instances of infinity Light and Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||10 SX||Deals two independent instances of infinity Earth and Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||10 SX||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||100 SX||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||10 SX||Deals two independent instances of infinity Fire and Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||100 SX||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||1 SP||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||10 SP||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||100 SP||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||1 OC||Reflects a part of the incoming damage in form of neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||10 OC||Erases half of all enemies from the map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&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;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1422</id>
		<title>Skills (Module)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1422"/>
		<updated>2021-05-14T10:57:10Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Attack modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Desperado&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|100+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:20&lt;br /&gt;
|-&lt;br /&gt;
|Earthquake&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;
|5000+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:23&lt;br /&gt;
(T5)0:11&lt;br /&gt;
|-&lt;br /&gt;
|Gigantic Vines&lt;br /&gt;
|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 attack speed by 33% and deals 10% of their current hitpoints as nature damage to them.&lt;br /&gt;
|800+33% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:03.5&lt;br /&gt;
(T5)0:07.5&lt;br /&gt;
|(T1)1:20&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Glacier Spikes&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;
|1000+5% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:04&lt;br /&gt;
(T5)0:08&lt;br /&gt;
|(T1)1:15&lt;br /&gt;
(T5)0:35&lt;br /&gt;
|-&lt;br /&gt;
|Lifeleech&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as nature damage.&lt;br /&gt;
|80+3% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Firestorm&lt;br /&gt;
|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;
|500+12% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|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;
|125+15% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Super Multishot&lt;br /&gt;
|Instantly fires a missile at up to 60 targets around the tower.&lt;br /&gt;
|1500+33% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Dark Sacrifice&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases its darkness damage multiplicatively by [sacrificed amount]^0.2 for a certain amount of time.&lt;br /&gt;
|20+8% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Violent Seeds&lt;br /&gt;
|Continuously increases the tower's nature damage until the end of the duration.&lt;br /&gt;
|10+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|-&lt;br /&gt;
|Redirect&lt;br /&gt;
|Sacrifices the tower's shield and in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|20+6% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:25&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|100+4% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|2000+5% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:01 stun&lt;br /&gt;
(T5)0:04 stun&lt;br /&gt;
|0:08&lt;br /&gt;
|-&lt;br /&gt;
|Neutral Focus&lt;br /&gt;
|Increases neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Increases fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Water Focus&lt;br /&gt;
|Increases water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Earth Focus&lt;br /&gt;
|Increases earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Air Focus&lt;br /&gt;
|Increases air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Nature Focus&lt;br /&gt;
|Increases nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Light Focus&lt;br /&gt;
|Increases light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Darkness Focus&lt;br /&gt;
|Increases darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Focus&lt;br /&gt;
|Increases electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Universal Focus&lt;br /&gt;
|Increases universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Defense modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Simple Heal&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|25+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:00.5&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Heal&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|5000+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Dispel&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|5+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Titanum Hull&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;
|25+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:00&lt;br /&gt;
|1:30&lt;br /&gt;
|-&lt;br /&gt;
|Frost Nova&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 9 seconds.&lt;br /&gt;
|100+33% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:04 freeze&lt;br /&gt;
(T5)0:09 freeze&lt;br /&gt;
|(T1)0:35&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ward&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once that enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|400+25% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:03 stun&lt;br /&gt;
(T5)0:05 stun&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|-&lt;br /&gt;
|Temporal Barrier&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 1% of its maximum hitpoints per damage instance.&lt;br /&gt;
|5000+1% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:10&lt;br /&gt;
(T5)0:30&lt;br /&gt;
|(T1)1:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|-&lt;br /&gt;
|Tideshift&lt;br /&gt;
|Sets the whole map under water. Slows the movement and attack speed 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;
|5000+10% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:10 slow&lt;br /&gt;
(T5)0:30 slow&lt;br /&gt;
|(T1)2:00&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|-&lt;br /&gt;
|Sandstorm&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;
|2000+5% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:12 slow&lt;br /&gt;
(T5)0:40 slow&lt;br /&gt;
|(T1)2:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Utility modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Recharge&lt;br /&gt;
|Instantly refills the tower's energy to 100%&lt;br /&gt;
|1&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)1:40&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|(T1)100+2% Max.Energy&lt;br /&gt;
(T5)1000000+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)9:30&lt;br /&gt;
(T5)4:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ultimate modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Immortality Shield&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time&lt;br /&gt;
|500+70% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:02&lt;br /&gt;
(T5)0:06&lt;br /&gt;
|(T1)1:00&lt;br /&gt;
(T5)0:20&lt;br /&gt;
|-&lt;br /&gt;
|Hurricane&lt;br /&gt;
|Increases the attack speed by 40%, all air damage dealt by 5000% and the attack range of the tower by 20%.&lt;br /&gt;
|200+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:26&lt;br /&gt;
(T5)0:50&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Stream of Life&lt;br /&gt;
|Multiplies the damage bonus of nature damage by x^0.1 where x is the current health regeneration of the tower a the moment of using this module. Disables the health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|2000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower&lt;br /&gt;
|Boosts the tower's attack speed by 70%, multiplies the max health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|(T1)1000+50% Max.Energy&lt;br /&gt;
(T5)1000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 2&lt;br /&gt;
|Massively boosts the tower's attack speed (+400%) and multiplies its energy regeneration by 4.&lt;br /&gt;
|(T1)1000+60% Max.Energy&lt;br /&gt;
(T5)1000+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 3&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|1000+90%~10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Snap of Destiny&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|50000+95% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:30&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1421</id>
		<title>Skills (Module)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1421"/>
		<updated>2021-05-11T12:58:45Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Attack modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Desperado&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|100+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:20&lt;br /&gt;
|-&lt;br /&gt;
|Earthquake&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;
|5000+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:23&lt;br /&gt;
(T5)0:11&lt;br /&gt;
|-&lt;br /&gt;
|Gigantic Vines&lt;br /&gt;
|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 attack speed by 33% and deals 10% of their current hitpoints as nature damage to them.&lt;br /&gt;
|800+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:03.5&lt;br /&gt;
(T5)0:07.5&lt;br /&gt;
|(T1)1:20&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Lifeleech&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as nature damage.&lt;br /&gt;
|80+3% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Firestorm&lt;br /&gt;
|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;
|500+12% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|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;
|125+15% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Super Multishot&lt;br /&gt;
|Instantly fires a missile at up to 60 targets around the tower.&lt;br /&gt;
|1500+33% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Dark Sacrifice&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases its darkness damage multiplicatively by [sacrificed amount]^0.2 for a certain amount of time.&lt;br /&gt;
|20+8% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Violent Seeds&lt;br /&gt;
|Continuously increases the tower's nature damage until the end of the duration.&lt;br /&gt;
|10+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|-&lt;br /&gt;
|Redirect&lt;br /&gt;
|Sacrifices the tower's shield and in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|20+6% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:25&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|100+4% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|2000+5% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:01 stun&lt;br /&gt;
(T5)0:04 stun&lt;br /&gt;
|0:08&lt;br /&gt;
|-&lt;br /&gt;
|Neutral Focus&lt;br /&gt;
|Increases neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Increases fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Water Focus&lt;br /&gt;
|Increases water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Earth Focus&lt;br /&gt;
|Increases earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Air Focus&lt;br /&gt;
|Increases air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Nature Focus&lt;br /&gt;
|Increases nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Light Focus&lt;br /&gt;
|Increases light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Darkness Focus&lt;br /&gt;
|Increases darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Focus&lt;br /&gt;
|Increases electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Universal Focus&lt;br /&gt;
|Increases universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Defense modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Simple Heal&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|25+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:00.5&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Heal&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|5000+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Dispel&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|5+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Titanum Hull&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;
|25+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:00&lt;br /&gt;
|1:30&lt;br /&gt;
|-&lt;br /&gt;
|Frost Nova&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 9 seconds.&lt;br /&gt;
|100+33% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:04 freeze&lt;br /&gt;
(T5)0:09 freeze&lt;br /&gt;
|(T1)0:35&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ward&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once that enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|400+25% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:03 stun&lt;br /&gt;
(T5)0:05 stun&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|-&lt;br /&gt;
|Temporal Barrier&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 1% of its maximum hitpoints per damage instance.&lt;br /&gt;
|5000+1% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:10&lt;br /&gt;
(T5)0:30&lt;br /&gt;
|(T1)1:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|-&lt;br /&gt;
|Tideshift&lt;br /&gt;
|Sets the whole map under water. Slows the movement and attack speed 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;
|5000+10% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:10 slow&lt;br /&gt;
(T5)0:30 slow&lt;br /&gt;
|(T1)2:00&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|-&lt;br /&gt;
|Sandstorm&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;
|2000+5% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:12 slow&lt;br /&gt;
(T5)0:40 slow&lt;br /&gt;
|(T1)2:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Utility modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Recharge&lt;br /&gt;
|Instantly refills the tower's energy to 100%&lt;br /&gt;
|1&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)1:40&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|(T1)100+2% Max.Energy&lt;br /&gt;
(T5)1000000+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)9:30&lt;br /&gt;
(T5)4:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ultimate modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Immortality Shield&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time&lt;br /&gt;
|500+70% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:02&lt;br /&gt;
(T5)0:06&lt;br /&gt;
|(T1)1:00&lt;br /&gt;
(T5)0:20&lt;br /&gt;
|-&lt;br /&gt;
|Hurricane&lt;br /&gt;
|Increases the attack speed by 40%, all air damage dealt by 5000% and the attack range of the tower by 20%.&lt;br /&gt;
|200+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:26&lt;br /&gt;
(T5)0:50&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Stream of Life&lt;br /&gt;
|Multiplies the damage bonus of nature damage by x^0.1 where x is the current health regeneration of the tower a the moment of using this module. Disables the health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|2000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower&lt;br /&gt;
|Boosts the tower's attack speed by 70%, multiplies the max health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|(T1)1000+50% Max.Energy&lt;br /&gt;
(T5)1000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 2&lt;br /&gt;
|Massively boosts the tower's attack speed (+400%) and multiplies its energy regeneration by 4.&lt;br /&gt;
|(T1)1000+60% Max.Energy&lt;br /&gt;
(T5)1000+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 3&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|1000+90%~10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Snap of Destiny&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|50000+95% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:30&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1420</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1420"/>
		<updated>2021-05-11T12:52:07Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &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;
==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, or ultimate. &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 bonuses.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game 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;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of 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.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.&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;
===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 faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There is only one player drop chance bonus currently which is the [[Workshop#Skills|Analysis skill]] obtained from the workshop.&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. 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;
There are currently '''287''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''[[Module - Basic Attack|Basic Attack]]'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''|| ||[[Experiment: Fire]]|| ||Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''|| ||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''||Yes||[[Experiment: Water]]|| ||Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''|| ||[[Experiment: Water]]|| ||Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''|| ||[[Experiment: Water]]|| ||Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''|| ||[[Experiment: Water]]|| ||Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''||Yes||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''|| ||[[Experiment: Water]]|| ||Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]|| ||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''|| ||[[Experiment: Nature]]|| ||Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''||Yes||[[Experiment: Nature]]|| ||Continously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''|| ||[[Experiment: Nature]]|| ||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''|| ||[[Experiment: Nature]]|| ||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''||Yes||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''|| ||[[Experiment: Earth]]|| ||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''||Yes||[[Experiment: Earth]]|| ||Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''||Yes||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''|| ||[[Experiment: Electricity]]|| ||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]|| ||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''|| ||[[Experiment: Darkness]]|| ||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''||Yes||[[Experiment: Light]]|| ||Removes a negative buff from the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''||Yes||[[Experiment: Light]]|| ||Instantly refills the towers energy to 100%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''|| ||[[Experiment: Neutral]]|| ||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''|| ||[[Experiment: Neutral]]|| ||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''|| ||[[Experiment: Neutral]]|| ||Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''|| ||[[Experiment: Neutral]]|| ||Provides a chance to deal more damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]|| ||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''|| ||[[Experiment: Gems]]|| ||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''|| ||[[Experiment: Gems]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]|| ||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop|| ||Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop|| ||Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop|| ||Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop|| ||Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu after beating Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''|| ||Challenge: 1-1|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''|| ||Challenge: 1-3|| ||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''|| ||Challenge: 1-4|| ||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''|| ||Challenge: 1-5|| ||Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''|| ||Challenge: 1-6|| ||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]&lt;br /&gt;
|'''Energy Flow'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Headhunting'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Advanced Heal'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Yes&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Yes&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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||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;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||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 bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&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. The infinity grid starts in the centre 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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||10 OC||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||1 OC||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||100 SP||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||10 SP||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||1 SP||Provides a 25% chance to deal additional Neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||100 SX||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||10 SX||Deals two independent instances of infinity Water and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||10 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||1 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||100 QI||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||1 SX||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||10 SX||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||100 SX||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||10 SX||Deals two independent instances of infinity Light and Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||10 SX||Deals two independent instances of infinity Earth and Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||10 SX||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||100 SX||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||10 SX||Deals two independent instances of infinity Fire and Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||100 SX||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||1 SP||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||10 SP||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||100 SP||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||1 OC||Reflects a part of the incoming damage in form of neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||10 OC||Erases half of all enemies from the map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&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;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1419</id>
		<title>Desert</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1419"/>
		<updated>2021-05-11T12:23:08Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Desert.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|easy=781&lt;br /&gt;
|medium=18340&lt;br /&gt;
|hard=403948&lt;br /&gt;
|insane=3.408E+07&lt;br /&gt;
|nightmare=2.852E+10&lt;br /&gt;
|impossible=5.236E+16&lt;br /&gt;
}}&lt;br /&gt;
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Winter]] region.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Enemies!!Goals!!Rules!!Rewards&lt;br /&gt;
|-&lt;br /&gt;
!Level #1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Light}}&lt;br /&gt;
|Reach wave 250&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 10 modules in total&lt;br /&gt;
* Max 2 offensive modules&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
* Modules start at Level 0&lt;br /&gt;
* Utility modules keep their original tier and level&lt;br /&gt;
* Enemies don't drop XP}}&lt;br /&gt;
| +1 exotic gem per&lt;br /&gt;
completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!Level #2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Nature}} {{Element|Air}}&lt;br /&gt;
|Reach wave 175&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 8 offensive modules&lt;br /&gt;
* No defensive modules&lt;br /&gt;
* No utility modules&lt;br /&gt;
* No ultimate modules&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2}}&lt;br /&gt;
|[[File:Utility Module.png|Utility|30px]] '''Energy Flow'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Electricity}}&lt;br /&gt;
|Reach wave 300&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 6 modules in total&lt;br /&gt;
* Max 3 defensive modules&lt;br /&gt;
* No ultimate modules&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2}}&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] '''Headhunting'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Reach wave 400&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 6 modules in total&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Advanced Heal'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Reach wave 150&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 8 modules in total&lt;br /&gt;
* Max 2 offensive modules&lt;br /&gt;
* Max 2 defensive modules&lt;br /&gt;
* Max 2 utility modules&lt;br /&gt;
* Max 2 ultimate modules&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Sandstorm'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Light}} {{Element|Nature}}&lt;br /&gt;
|Reach wave 25&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 12 modules in total&lt;br /&gt;
* Max 1 offensive modules&lt;br /&gt;
* No defensive modules&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Enemies have only 0.1% of their original health&lt;br /&gt;
* Enemy damage is multiplied by 100}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Desert Gift'''&lt;br /&gt;
|}&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Cactus town asset.png|40px|Cactus]] Cactus&lt;br /&gt;
:[[File:Bones town asset.png|40px|Bones]] Bones&lt;br /&gt;
:[[File:Sandstone town asset.png|40px|Sandstone]] Sandstone&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1418</id>
		<title>Forest</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1418"/>
		<updated>2021-05-11T11:24:37Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Forest.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|easy=100&lt;br /&gt;
|medium=6377&lt;br /&gt;
|hard=128043&lt;br /&gt;
|insane=8830000&lt;br /&gt;
|nightmare=4.99E09&lt;br /&gt;
|impossible=3.21E15&lt;br /&gt;
}}&lt;br /&gt;
The '''Forest''' is the first region in the game, and is unlocked from the beginning.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Desert]] region.&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Enemies!!Goals!!Rules!!Rewards&lt;br /&gt;
|-&lt;br /&gt;
!Level #1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Fire}} {{Element|Water}}&lt;br /&gt;
|Reach wave 111&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 7 modules in total&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1}}&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] '''Phoenix Bounce'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Earth}}&lt;br /&gt;
|Reach wave 325&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 5 modules in total&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2}}&lt;br /&gt;
| +5% resource drops per&amp;lt;br&amp;gt;completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!Level #3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Nature}}&lt;br /&gt;
|Reach wave 500&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 5 modules in total&lt;br /&gt;
* No offensive modules&lt;br /&gt;
* No utility modules&lt;br /&gt;
* No ultimate modules&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Stab Prevention'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Water}}&lt;br /&gt;
|Reach wave 50&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 5 modules in total&lt;br /&gt;
* No defensive modules&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Planned Strike'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Reach wave 20&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 6 modules in total&lt;br /&gt;
* Max 2 offensive modules&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Neutral enemies are immune to anything except universal&lt;br /&gt;
* Universal damage can only damage neutral enemies&lt;br /&gt;
* Tower element type is considered universal instead of neutral}}&lt;br /&gt;
|[[File:Special Module.png|Special|30px]] '''Universal'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|Reach wave 60&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 10 modules in total&lt;br /&gt;
* Max 4 offensive modules&lt;br /&gt;
* Max 4 defensive modules&lt;br /&gt;
* Max 2 ultimate modules&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Enemies have only 1% of their original health&lt;br /&gt;
* Enemy damage is multiplied by 10}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Forest Gift'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bounce'''||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''||Wave 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''||Wave 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''||Wave 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''||Wave 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Tree town asset.png|40px|Tree]] Tree&lt;br /&gt;
:[[File:Rock town asset.png|40px|Rock]] Rock&lt;br /&gt;
:[[File:Bush town asset.png|40px|Bush]] Bush&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1415</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1415"/>
		<updated>2021-05-09T23:09:40Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &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;
==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, or ultimate. &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 bonuses.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game 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;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of 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.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.&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;
===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 faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There is only one player drop chance bonus currently which is the [[Workshop#Skills|Analysis skill]] obtained from the workshop.&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. 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;
There are currently '''287''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''[[Module - Basic Attack|Basic Attack]]'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave ?||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''|| ||[[Experiment: Fire]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''|| ||[[Experiment: Fire]]|| ||Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''|| ||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''||Yes||[[Experiment: Water]]|| ||Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''|| ||[[Experiment: Water]]|| ||Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''|| ||[[Experiment: Water]]|| ||Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''|| ||[[Experiment: Water]]|| ||Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''||Yes||[[Experiment: Water]]|| ||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''|| ||[[Experiment: Water]]|| ||Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]|| ||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''|| ||[[Experiment: Nature]]|| ||Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''||Yes||[[Experiment: Nature]]|| ||Continously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''|| ||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''|| ||[[Experiment: Nature]]|| ||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''|| ||[[Experiment: Nature]]|| ||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''||Yes||[[Experiment: Nature]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''|| ||[[Experiment: Earth]]|| ||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''||Yes||[[Experiment: Earth]]|| ||Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''|| ||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''||Yes||[[Experiment: Earth]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''|| ||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''|| ||[[Experiment: Electricity]]|| ||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''||Yes||[[Experiment: Electricity]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]|| ||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''|| ||[[Experiment: Darkness]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''|| ||[[Experiment: Darkness]]|| ||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''||Yes||[[Experiment: Light]]|| ||Removes a negative buff from the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''|| ||[[Experiment: Light]]|| ||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''||Yes||[[Experiment: Light]]|| ||Instantly refills the towers energy to 100%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''|| ||[[Experiment: Air]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''|| ||[[Experiment: Neutral]]|| ||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''|| ||[[Experiment: Neutral]]|| ||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''|| ||[[Experiment: Neutral]]|| ||Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''|| ||[[Experiment: Neutral]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''|| ||[[Experiment: Neutral]]|| ||Provides a chance to deal more damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''|| ||[[Experiment: Universal]]|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]|| ||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''|| ||[[Experiment: Gems]]|| ||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''|| ||[[Experiment: Gems]]|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]|| ||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop|| ||Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop|| ||Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop|| ||Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop|| ||Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu after beating Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''|| ||Challenge: 1|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''|| ||Challenge: 3|| ||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''|| ||Challenge: 4|| ||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''|| ||Challenge: 5|| ||Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''|| ||Challenge: 6|| ||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||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;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||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 bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&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. The infinity grid starts in the centre 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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||10 OC||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||1 OC||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||100 SP||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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||10 SP||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||1 SP||Provides a 25% chance to deal additional Neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||100 SX||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||10 SX||Deals two independent instances of infinity Water and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||10 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||1 SX||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||100 QI||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||1 SX||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||10 SX||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||100 SX||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||10 SX||Deals two independent instances of infinity Light and Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||10 SX||Deals two independent instances of infinity Earth and Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||10 SX||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||100 SX||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||10 SX||Deals two independent instances of infinity Fire and Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||100 SX||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||1 SP||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||10 SP||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||100 SP||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||1 OC||Reflects a part of the incoming damage in form of neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||10 OC||Erases half of all enemies from the map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&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;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1414</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1414"/>
		<updated>2021-05-09T22:45:23Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
[[File:Blue resource.png|left]]&lt;br /&gt;
The '''Workshop''' is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a module opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to level 100 at the base tier, except for certain Modules like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your module will be at the level you upgraded them to in the workshop when you start a new Tower Testing session. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional module tiers are unlocked at higher [[Military Tier|military tiers]] inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module. &lt;br /&gt;
&lt;br /&gt;
Percentage based modules are usually capped at tier 5, additive modules are usually infinite.&lt;br /&gt;
&lt;br /&gt;
There are five categories of modules:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where modules become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Reforge''' - Grants the workshop the ability to downgrade module tiers by using gems.&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
* '''Treasure Map''' - Clicking on the module icon in the top left corner of the region preview displays the drop chances for all remaining modules of the selected region.&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1406</id>
		<title>Skills (Module)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1406"/>
		<updated>2021-05-02T13:59:09Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Attack modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Desperado&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|100+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:20&lt;br /&gt;
|-&lt;br /&gt;
|Earthquake&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;
|5000+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:23&lt;br /&gt;
(T5)0:11&lt;br /&gt;
|-&lt;br /&gt;
|Gigantic Vines&lt;br /&gt;
|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 attack speed by 33% and deals 10% of their current hitpoints as nature damage to them.&lt;br /&gt;
|800+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:03.5&lt;br /&gt;
(T5)0:07.5&lt;br /&gt;
|(T1)1:20&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Lifeleech&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as nature damage.&lt;br /&gt;
|80+3% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Firestorm&lt;br /&gt;
|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;
|500+12% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|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;
|125+15% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Super Multishot&lt;br /&gt;
|Instantly fires a missile at up to 60 targets around the tower.&lt;br /&gt;
|1500+33% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Dark Sacrifice&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases its darkness damage multiplicatively by [sacrificed amount]^0.2 for a certain amount of time.&lt;br /&gt;
|20+8% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Violent Seeds&lt;br /&gt;
|Continuously increases the tower's nature damage until the end of the duration.&lt;br /&gt;
|10+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|-&lt;br /&gt;
|Redirect&lt;br /&gt;
|Sacrifices the tower's shield and in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|20+6% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:25&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|100+4% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|2000+5% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:01 stun&lt;br /&gt;
(T5)0:04 stun&lt;br /&gt;
|0:08&lt;br /&gt;
|-&lt;br /&gt;
|Neutral Focus&lt;br /&gt;
|Increases neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Increases fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Water Focus&lt;br /&gt;
|Increases water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Earth Focus&lt;br /&gt;
|Increases earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Air Focus&lt;br /&gt;
|Increases air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Nature Focus&lt;br /&gt;
|Increases nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Light Focus&lt;br /&gt;
|Increases light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Darkness Focus&lt;br /&gt;
|Increases darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Focus&lt;br /&gt;
|Increases electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Universal Focus&lt;br /&gt;
|Increases universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Defense modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Simple Heal&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|25+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:00.5&lt;br /&gt;
|-&lt;br /&gt;
|Dispel&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|5+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Titanum Hull&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;
|25+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:00&lt;br /&gt;
|1:30&lt;br /&gt;
|-&lt;br /&gt;
|Frost Nova&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 9 seconds.&lt;br /&gt;
|100+33% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:04 freeze&lt;br /&gt;
(T5)0:09 freeze&lt;br /&gt;
|(T1)0:35&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ward&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once that enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|400+25% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:03 stun&lt;br /&gt;
(T5)0:05 stun&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|-&lt;br /&gt;
|Temporal Barrier&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 1% of its maximum hitpoints per damage instance.&lt;br /&gt;
|5000+1% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:10&lt;br /&gt;
(T5)0:30&lt;br /&gt;
|(T1)1:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|-&lt;br /&gt;
|Tideshift&lt;br /&gt;
|Sets the whole map under water. Slows the movement and attack speed 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;
|5000+10% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:10 slow&lt;br /&gt;
(T5)0:30 slow&lt;br /&gt;
|(T1)2:00&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Utility modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Recharge&lt;br /&gt;
|Instantly refills the tower's energy to 100%&lt;br /&gt;
|1&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)1:40&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|(T1)100+2% Max.Energy&lt;br /&gt;
(T5)1000000+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)9:30&lt;br /&gt;
(T5)4:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ultimate modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Immortality Shield&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time&lt;br /&gt;
|500+70% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:02&lt;br /&gt;
(T5)0:06&lt;br /&gt;
|(T1)1:00&lt;br /&gt;
(T5)0:20&lt;br /&gt;
|-&lt;br /&gt;
|Hurricane&lt;br /&gt;
|Increases the attack speed by 40%, all air damage dealt by 5000% and the attack range of the tower by 20%.&lt;br /&gt;
|200+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:26&lt;br /&gt;
(T5)0:50&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Stream of Life&lt;br /&gt;
|Multiplies the damage bonus of nature damage by x^0.1 where x is the current health regeneration of the tower a the moment of using this module. Disables the health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|2000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower&lt;br /&gt;
|Boosts the tower's attack speed by 70%, multiplies the max health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|(T1)1000+50% Max.Energy&lt;br /&gt;
(T5)1000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 2&lt;br /&gt;
|Massively boosts the tower's attack speed (+400%) and multiplies its energy regeneration by 4.&lt;br /&gt;
|(T1)1000+60% Max.Energy&lt;br /&gt;
(T5)1000+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 3&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|1000+90%~10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Snap of Destiny&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|50000+95% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:30&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1395</id>
		<title>Skills (Module)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Module)&amp;diff=1395"/>
		<updated>2021-04-06T09:12:42Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Attack modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Desperado&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|100+10% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:20&lt;br /&gt;
|-&lt;br /&gt;
|Earthquake&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;
|5000+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:23&lt;br /&gt;
(T5)0:11&lt;br /&gt;
|-&lt;br /&gt;
|Gigantic Vines&lt;br /&gt;
|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 attack speed by 33% and deals 10% of their current hitpoints as nature damage to them.&lt;br /&gt;
|800+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:03.5&lt;br /&gt;
(T5)0:07.5&lt;br /&gt;
|(T1)1:20&lt;br /&gt;
(T1)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Lifeleech&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as nature damage.&lt;br /&gt;
|80+3% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Firestorm&lt;br /&gt;
|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;
|500+12% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|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;
|125+15% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:10&lt;br /&gt;
|-&lt;br /&gt;
|Super Multishot&lt;br /&gt;
|Instantly fires a missile at up to 60 targets around the tower.&lt;br /&gt;
|1500+33% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Dark Sacrifice&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases its darkness damage multiplicatively by [sacrificed amount]^0.2 for a certain amount of time.&lt;br /&gt;
|20+8% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Violent Seeds&lt;br /&gt;
|Continuously increases the tower's nature damage until the end of the duration.&lt;br /&gt;
|10+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|(T1)0:25&lt;br /&gt;
(T5)6:40&lt;br /&gt;
|-&lt;br /&gt;
|Redirect&lt;br /&gt;
|Sacrifices the tower's shield and in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|20+6% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:07&lt;br /&gt;
(T5)0:25&lt;br /&gt;
|0:05&lt;br /&gt;
|-&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|100+4% Max.Energy&lt;br /&gt;
|Targeted&lt;br /&gt;
|&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:02&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|2000+5% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:01 stun&lt;br /&gt;
(T5)0:04 stun&lt;br /&gt;
|0:08&lt;br /&gt;
|-&lt;br /&gt;
|Neutral Focus&lt;br /&gt;
|Increases neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|Increases fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Water Focus&lt;br /&gt;
|Increases water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Earth Focus&lt;br /&gt;
|Increases earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Air Focus&lt;br /&gt;
|Increases air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Nature Focus&lt;br /&gt;
|Increases nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Light Focus&lt;br /&gt;
|Increases light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Darkness Focus&lt;br /&gt;
|Increases darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Focus&lt;br /&gt;
|Increases electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|-&lt;br /&gt;
|Universal Focus&lt;br /&gt;
|Increases universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|50+15% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|0:45&lt;br /&gt;
|2:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Defense modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Simple Heal&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|25+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Dispel&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|5+20% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:01&lt;br /&gt;
|-&lt;br /&gt;
|Titanum Hull&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;
|25+33% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:00&lt;br /&gt;
|1:30&lt;br /&gt;
|-&lt;br /&gt;
|Frost Nova&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 9 seconds.&lt;br /&gt;
|100+33% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:04 freeze&lt;br /&gt;
(T5)0:09 freeze&lt;br /&gt;
|(T1)0:35&lt;br /&gt;
(T5)0:15&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ward&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once that enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|400+25% Max.Energy&lt;br /&gt;
|Targeted + Debuff&lt;br /&gt;
|(T1)0:03 stun&lt;br /&gt;
(T5)0:05 stun&lt;br /&gt;
|0:30&lt;br /&gt;
|-&lt;br /&gt;
|Temporal Barrier&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 1% of its maximum hitpoints per damage instance.&lt;br /&gt;
|5000+1% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:10&lt;br /&gt;
(T5)0:30&lt;br /&gt;
|(T1)1:30&lt;br /&gt;
(T5)1:10&lt;br /&gt;
|-&lt;br /&gt;
|Tideshift&lt;br /&gt;
|Sets the whole map under water. Slows the movement and attack speed 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;
|5000+10% Max.Energy&lt;br /&gt;
|Debuff&lt;br /&gt;
|(T1)0:10 slow&lt;br /&gt;
(T5)0:30 slow&lt;br /&gt;
|(T1)2:00&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Utility modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Recharge&lt;br /&gt;
|Instantly refills the tower's energy to 100%&lt;br /&gt;
|1&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)1:40&lt;br /&gt;
(T5)0:40&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|(T1)100+2% Max.Energy&lt;br /&gt;
(T5)1000000+2% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|(T1)9:30&lt;br /&gt;
(T5)4:00&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ultimate modules&lt;br /&gt;
!Module&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
!Effect&lt;br /&gt;
!Duration&lt;br /&gt;
!Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Immortality Shield&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time&lt;br /&gt;
|500+70% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:02&lt;br /&gt;
(T5)0:06&lt;br /&gt;
|(T1)1:00&lt;br /&gt;
(T5)0:20&lt;br /&gt;
|-&lt;br /&gt;
|Hurricane&lt;br /&gt;
|Increases the attack speed by 40%, all air damage dealt by 5000% and the attack range of the tower by 20%.&lt;br /&gt;
|200+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:26&lt;br /&gt;
(T5)0:50&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Stream of Life&lt;br /&gt;
|Multiplies the damage bonus of nature damage by x^0.1 where x is the current health regeneration of the tower a the moment of using this module. Disables the health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|2000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:06&lt;br /&gt;
(T5)0:14&lt;br /&gt;
|1:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower&lt;br /&gt;
|Boosts the tower's attack speed by 70%, multiplies the max health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|(T1)1000+50% Max.Energy&lt;br /&gt;
(T5)1000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 2&lt;br /&gt;
|Massively boosts the tower's attack speed (+400%) and multiplies its energy regeneration by 4.&lt;br /&gt;
|(T1)1000+60% Max.Energy&lt;br /&gt;
(T5)1000+20% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|(T1)0:30&lt;br /&gt;
(T5)1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Super Tower 3&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|1000+10% Max.Energy&lt;br /&gt;
|Buff&lt;br /&gt;
|1:20&lt;br /&gt;
|3:00&lt;br /&gt;
|-&lt;br /&gt;
|Snap of Destiny&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|50000+95% Max.Energy&lt;br /&gt;
|Instant&lt;br /&gt;
|&lt;br /&gt;
|0:30&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1373</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1373"/>
		<updated>2021-04-02T16:41:37Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||{{number|4000}}&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||{{number|80000}}&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||{{number|1.6e6}}&lt;br /&gt;
|-&lt;br /&gt;
|Forever||{{number|1.25e14}}&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Storm :''' Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Wave Marathon :''' Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
*'''Wave Compression :''' Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 100B.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1372</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1372"/>
		<updated>2021-04-02T16:39:37Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Insituation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
*Modules: T2(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 10 - Global Operator==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11 - Planetary Domination==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules: T3(Maxed)&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2, WAVE_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity) - Space Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13 - Exoplanetary Colonies==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules: T4(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 14 - Solar Conquest==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15 - Dyson Sphere==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Modules: T5(Maxed)&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1371</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1371"/>
		<updated>2021-04-02T14:46:42Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||{{number|4000}}&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||{{number|80000}}&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||{{number|1.6e6}}&lt;br /&gt;
|-&lt;br /&gt;
|Forever||{{number|1.25e14}}&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Storm :''' Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Wave Marathon :''' Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
*'''Wave Compression :''' Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1369</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1369"/>
		<updated>2021-03-31T04:37:42Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||{{number|4000}}&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||{{number|80000}}&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||{{number|1.6e6}}&lt;br /&gt;
|-&lt;br /&gt;
|Forever||{{number|1.25e14}}&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Storm :''' Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Wave Marathon :''' Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
*'''Wave Compression :''' Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1285</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1285"/>
		<updated>2021-03-21T05:31:44Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
[[File:Blue resource.png|left]]&lt;br /&gt;
The '''Workshop''' is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a module opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to level 100 at the base tier, except for certain Modules like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your module will be at the level you upgraded them to in the workshop when you start a new Tower Testing session. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional module tiers are unlocked at higher [[Military Tier|military tiers]] inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module. &lt;br /&gt;
&lt;br /&gt;
Percentage based modules are usually capped at tier 5, additive modules are usually infinite.&lt;br /&gt;
&lt;br /&gt;
There are five categories of modules:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where modules become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Reforge''' - Grants the workshop the ability to downgrade module tiers by using gems.&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1284</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1284"/>
		<updated>2021-03-21T05:18:23Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||20&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||4000&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||80,000&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||1.6M&lt;br /&gt;
|-&lt;br /&gt;
|Forever||125T&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1||100&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000&lt;br /&gt;
|-&lt;br /&gt;
|3||10,000&lt;br /&gt;
|-&lt;br /&gt;
|4||100,000&lt;br /&gt;
|-&lt;br /&gt;
|5||1M&lt;br /&gt;
|-&lt;br /&gt;
|6||10M&lt;br /&gt;
|-&lt;br /&gt;
|7||100M&lt;br /&gt;
|-&lt;br /&gt;
|8||1B&lt;br /&gt;
|-&lt;br /&gt;
|9||10B&lt;br /&gt;
|-&lt;br /&gt;
|10||100B&lt;br /&gt;
|-&lt;br /&gt;
|11||1T&lt;br /&gt;
|-&lt;br /&gt;
|12||10T&lt;br /&gt;
|-&lt;br /&gt;
|13||100T&lt;br /&gt;
|-&lt;br /&gt;
|14||1Qa&lt;br /&gt;
|-&lt;br /&gt;
|15||10Qa&lt;br /&gt;
|-&lt;br /&gt;
|16||100Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Storm :''' Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Wave Marathon :''' Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 1, and will eventually reach Tier 5, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1283</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1283"/>
		<updated>2021-03-21T04:57:33Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Insituation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
*Modules: T2(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 10==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules: T3(Maxed)&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules: T4(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 14==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Modules: T5(Maxed)&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1282</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1282"/>
		<updated>2021-03-21T03:43:09Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NatureExperiment.png|thumb|The Nature Experiment]]&lt;br /&gt;
[[File:Experiment Nature icon.png|left]]&lt;br /&gt;
The '''Nature experiment''' is one of 12 experiments of the [[laboratory]], available at laboratory tier 2.&lt;br /&gt;
&lt;br /&gt;
The goal of the experiment is to grow a variety of different plants by altering the temperature, daylight and surrounding plants.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
[[File:Plant list t1-5.png|thumb|Plant types listed above from left to right]]&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants with an empty mouse to harvest when ready, and use the shovel to delete seeds/plants.&lt;br /&gt;
&lt;br /&gt;
Flowers grow into a number of different mutations depending on a combination of the following factors:&lt;br /&gt;
&lt;br /&gt;
*Time of day (day or night)&lt;br /&gt;
*Temperature (hot, cold or neutral) of its own tile&lt;br /&gt;
*Temperature of 1 or more of the surrounding tiles&lt;br /&gt;
*Number and type(s) of the plants in surrounding tiles&lt;br /&gt;
&lt;br /&gt;
The player must experiment with the above factors to find all mutations and unlock the rewards.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
&lt;br /&gt;
===Basic Flower (T1)===&lt;br /&gt;
Cost to plant: {{cost|100|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t1seed on neutral tile during the day&lt;br /&gt;
[[File:I am what i am.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold nights&lt;br /&gt;
|Solution: t1 seed on cold tile during the night&lt;br /&gt;
[[File:I like cold nights.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it cold&lt;br /&gt;
|Solution: t1 seed on cold tile during the day&lt;br /&gt;
[[File:I like it cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it hot&lt;br /&gt;
|Solution: t1 seed on hot tile during the night&lt;br /&gt;
[[File:I like it hot.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it dark&lt;br /&gt;
|Solution: t1 seed on neutral tile during the night&lt;br /&gt;
[[File:I like it dark.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot days&lt;br /&gt;
|Solution: t1 seed on hot tile during the day&lt;br /&gt;
[[File:I like hot days.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want one friend in the night&lt;br /&gt;
|Solution: 2 t1 seeds on touching tiles during the night&lt;br /&gt;
[[File:I want 1 friend in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: 5-7 t1 seeds, 1 seed in a 3x3 area surrounded by the other 4-6&lt;br /&gt;
[[File:I want some friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need cold friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the outside plants on cold tiles&lt;br /&gt;
[[File:I need cold friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need hot friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the outside plants on hot tiles&lt;br /&gt;
[[File:I need hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 t1 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:I want many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need a chilly friend&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a cold tile&lt;br /&gt;
[[File:I need a chilly friend.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need a hot buddy&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a hot tile&lt;br /&gt;
[[File:I need a hot buddy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want one friend during the day&lt;br /&gt;
|Solution: 2 t1 seeds next to each other, with 1 of them on a hot tile during the day&lt;br /&gt;
[[File:I want 1 friend during the day.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want to be hot among cool friends&lt;br /&gt;
|Solution: 5 t1 seeds in a + shape with the middle seed on hot tile, and outer seeds on a cold tile&lt;br /&gt;
[[File:I want to be cool among hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want strong friends&lt;br /&gt;
|Solution: t1 seed surrounded by 8 t4 seeds&lt;br /&gt;
[[File:I want strong friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want the strongest friends&lt;br /&gt;
|Solution: t1 seed surrounded by 8 t5 seeds&lt;br /&gt;
[[File:I want the strongest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: t1 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:I need different friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot party in the night&lt;br /&gt;
|Solution: 9 seeds in a 3x3 pattern on hot tiles during the night&lt;br /&gt;
[[File:I want a hot party in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want to chill at day with many friends&lt;br /&gt;
|Solution: 9 seeds in a 3x3 pattern on cold tiles during the day&lt;br /&gt;
[[File:I want to chill at day with many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now&lt;br /&gt;
|Solution: t1 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:This is our realm now.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
===Cauliflower (T2)===&lt;br /&gt;
Cost to plant: {{cost|2,500|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t2 seed on neutral tile during the day&lt;br /&gt;
[[File:I am what I am .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I drained their heat&lt;br /&gt;
|Solution: t2 seeds in a 3x3 pattern, with the middle tile hot and the outer tiles cold&lt;br /&gt;
[[File:I drained their heat .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it cold&lt;br /&gt;
|Solution: t2 seed next to another t2 seed during the night&lt;br /&gt;
[[File:I like it cold t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it hot&lt;br /&gt;
|Solution: t2 seed on hot tile during the day&lt;br /&gt;
[[File:I like it hot t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need to be alone in the dark&lt;br /&gt;
|Solution: t2 seed on neutral tile during the night&lt;br /&gt;
[[File:Alone in dark t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: t2 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:Diff friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: 5-7 t2 seeds, 1 seed in a 3x3 area surrounded by the other 4-6 seeds all on neutral tiles&lt;br /&gt;
[[File:Some friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds all on neutral tiles&lt;br /&gt;
[[File:Many friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need weak friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:Weak friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want slightly stronger friends&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t3 seeds all on neutral tiles&lt;br /&gt;
[[File:Slight stronger friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold army&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t1 seeds on cold tiles&lt;br /&gt;
[[File:Cold army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot army&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t1 seeds on hot tiles&lt;br /&gt;
[[File:Hot army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold army I can trust&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds on cold tiles&lt;br /&gt;
[[File:Cold army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a hot army I can trust&lt;br /&gt;
|Solution: 1 t2 seed surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Hot army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want balanced soil in the night&lt;br /&gt;
|Solution: a checkers pattern with hot/cold tiles in a 3x3 area(NO SEEDS NEEDED), with a t2 seed in center&lt;br /&gt;
[[File:Balanced soil night t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold days&lt;br /&gt;
|Solution: t2 seed on cold tile during the day&lt;br /&gt;
[[File:Cold days t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot nights&lt;br /&gt;
|Solution: 2 t2 seeds next to each other, with at least 1 on a hot tile during the night&lt;br /&gt;
[[File:Hot nights t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: They drained my heat&lt;br /&gt;
|Solution: t2 seed on cold tile surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Drained heat t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want the strongest friends&lt;br /&gt;
|Solution: t2 seed surrounded by at least 5 t5 seeds&lt;br /&gt;
[[File:Strongest friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some hot spots for my cold friends in the night&lt;br /&gt;
|Solution: In the night, t2 seed surrounded by 8 t2 seeds, with corner tiles cold and the tiles up, down, left, and right hot&lt;br /&gt;
[[File:Hot cold friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now&lt;br /&gt;
|Solution: t2 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:Our realm t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bell Plant (T3)===&lt;br /&gt;
Cost to plant: {{cost|75,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t3 seed on neutral tile during the night&lt;br /&gt;
[[File:I am what I am t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Boil Me&lt;br /&gt;
|Solution: T3 seed on a hot tile surrounded by 8 T2 seeds on hot tiles during the day.&lt;br /&gt;
[[File:boil me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like it very cold&lt;br /&gt;
|Solution: T3 seed on a cold tile surrounded by 8 T2 seeds on cold tiles during the night.&lt;br /&gt;
[[File:very cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Present me a hot commoner at night&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a hot tile next to each other at night.&lt;br /&gt;
[[File:hot commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a cold commoner next to me&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a cold tile next to each other&lt;br /&gt;
[[File:cold commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Commoners refer to me and my other mutations as the &amp;quot;Bell Plant&amp;quot;. They fuel this mutation with their presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T1 seeds on neutral tiles&lt;br /&gt;
[[File:commoners fuel.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2 of each other tier seeds on neutral tiles&lt;br /&gt;
[[File:different friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need some friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2-4 T3 seeds on neutral tiles&lt;br /&gt;
[[File:some friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need many friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on neutral tiles&lt;br /&gt;
[[File:many friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The sound of cold bells in the night empowers me.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on cold tiles at night.&lt;br /&gt;
[[File:cold bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The sound of hot bells makes my day brighter.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on hot tiles during the day.&lt;br /&gt;
[[File:hot bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Lonely noon serenade&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile during the day.&lt;br /&gt;
[[File:noon serenade.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The commoners and I shall freeze at night.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 8 T1 seeds on cold tiles during the night.&lt;br /&gt;
[[File:commoners freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Provide me a hot worthy audience of my kind at night.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 8 T3 seeds on hot tiles during the night.&lt;br /&gt;
[[File:hot worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer a balanced crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile with T3 seeds on neutral tiles neighboring it, and T1 seeds in the corners during the day.&lt;br /&gt;
[[File:balanced crowd.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer a more &amp;quot;worthy&amp;quot; crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 6 T3 seeds and 2 T1 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:more worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: All commoners will bow at my presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 24 T1 seeds during the day.&lt;br /&gt;
[[File:commoners bow.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer hot soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 24 empty hot tiles during the day.&lt;br /&gt;
[[File:hot soil t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I prefer cold soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 24 empty cold tiles during the night.&lt;br /&gt;
[[File:cold soil t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Sing the bells bells bells bells bells bells bells bells Bells of [EXPUNGED]&lt;br /&gt;
|Solution: 25 T3 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:bells bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now.&lt;br /&gt;
|Solution: Realm Pattern. T3 seed on a neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:our realm t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bush Plant (T4)===&lt;br /&gt;
Cost to plant: {{cost|9,250,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T4 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Freeze me in the sun&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 4 T1 seeds on cold tiles&lt;br /&gt;
[[File:Freeze me in the sun T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Melt me in the dark&lt;br /&gt;
|Solution: T4 seed on hot tile surrounded by 4 T1 seeds on hot tiles at night&lt;br /&gt;
[[File:Melt me in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I only need myself and coldness&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 8 cold tiles&lt;br /&gt;
[[File:I only need myself and coldness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want a clean lonely throne surrounded by hot soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 hot tiles&lt;br /&gt;
[[File:I want a clean lonely throne surrounded by hot soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want to be very lonely in the dark&lt;br /&gt;
|Solution: T4 seed on neutral tile at night&lt;br /&gt;
[[File:I want to be very lonely in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like mixed soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 cold tiles and 4 hot tiles&lt;br /&gt;
[[File:I like mixed soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 2 of each other tier&lt;br /&gt;
[[File:I need different friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 T4 seeds&lt;br /&gt;
[[File:I want some friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds&lt;br /&gt;
[[File:I want many friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Grow all of us in darkness&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds at night&lt;br /&gt;
[[File:Grow all of us in darkness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: In a full round there are two of us for each of our stronger brothers&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 3 T5 seeds and 5 T4 seeds&lt;br /&gt;
[[File:In a full round there are two of us for each of our stronger brothers T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Hide me in broad daylight behind a hot wall of my kind&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center neutral tile surround by 8 T4 seeds on hot tiles.&lt;br /&gt;
[[File:Hide me in broad daylight behind a hot wall of my kind T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like cold bells at night&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T3 seeds on cold tiles at night&lt;br /&gt;
[[File:I like cold bells at night T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot bells at night ... but not to close&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by empty neutral tiles and 16 T3 seeds on hot tiles at night&lt;br /&gt;
[[File:I like hot bells at night ... but not to close T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: At noon when the 9 commoners bowed before their bells I froze&lt;br /&gt;
|Solution: During the day, T4 seed on cold tile with 9 T1 and T3 seeds next to each other&lt;br /&gt;
[[File:At noon when the 9 commoners bowed before their bells I froze T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: Hearing the 8 bells consume cauliflowers at night made me hot (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, place a T4 seed on center hot tile surrounded by a ring of 8 T3 seeds and 7+ T2 seeds anywhere on the outer ring.&lt;br /&gt;
[[File:Hearing the 8 bells consume cauliflowers at night made me hot T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: In broad daylight I am the center of attention in a neutral world full of ignorance (Non 3x3 pattern)&lt;br /&gt;
|Solution: during the day, place a T4 seed on middle with t1 seeds filling up the rest of the board&lt;br /&gt;
[[File:In broad daylight I am the center of attention in a neutral world full of ignorance T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: We only exist within a burning hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center hot tile surround by a full grid of T4 seeds on hot tiles.&lt;br /&gt;
[[File:We only exist within a burning hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: We only exist within a frozen hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In night mode. A T4 seed on the center cold tile surround by a full grid of T4 seeds on cold tiles.&lt;br /&gt;
[[File:We only exist within a frozen hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T4 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Brain Plant===&lt;br /&gt;
Cost to plant: {{cost|8,000,000,000|Green}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations:'''&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T5 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: The soil shall become lava&lt;br /&gt;
|Solution: In day mode. A grid of 9 hot tiles with a T5 seed on the center tile.&lt;br /&gt;
[[File:The soil shall become lava T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: There is nothing colder than me&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am surrounded by my weakest friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I sweat at night while my friends freeze&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I warm my weak friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: A crowd of hot cauliflowers froze my heart&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I like hot bells and I can not lie&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I hang with my hot siblings at night&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I want everything to be balanced and equal (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am nothing but a shadow of my cold friend&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: All my friends are here and the stronger they are the more there are (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: A couple of my friends like it cold like me while a dozen of them are the opposite (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: My sister is on the other side (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: Bushes try to freeze me at night, but we fight back (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: At night my heat is the center of attention in a cold world (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: I am the cold center of this hot empty place (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T5 seed on a center cold tile surround by a full empty hot tiles.&lt;br /&gt;
[[File:I am the cold center of this hot empty place T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: placeholder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Harvesting plants also rewards points that can be spent on various upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Watering can.png|link=Special:FilePath/Watering_can.png]] '''Watering can''' - Increase the time which watering lasts (has an upper limit).&lt;br /&gt;
&lt;br /&gt;
[[File:Auto replant.png|link=Special:FilePath/Auto_replant.png]] '''Auto replant''' - Enable plants to automatically harvest and replant every time it grows.&lt;br /&gt;
&lt;br /&gt;
[[File:Fertilize.png|link=Special:FilePath/Fertilize.png]] '''Prestige''' - Removes all the plants from the grid and increases plants growth speed by 25% (multiplicative).&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mutations&amp;lt;br&amp;gt;discovered!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature Taste&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Adaptive Regeneration&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Shield of Nature&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Violent Seeds&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|30px|link=Special:FilePath/Ultimate_Module.png]] Rejuvenate&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gaia's path&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature's wrath&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Daybloom&lt;br /&gt;
|-&lt;br /&gt;
!35&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gigantic vines&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Nature damage&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Nature resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1281</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1281"/>
		<updated>2021-03-20T15:19:10Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Insituation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Wave 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop(Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
&lt;br /&gt;
==Tier 9==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
*Modules start at T2 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 10==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules start at T3 maxed&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules start at T4 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 14==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Modules start at T5 maxed&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1205</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1205"/>
		<updated>2021-03-17T13:58:43Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||20&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||4000&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||80,000&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||1.6M&lt;br /&gt;
|-&lt;br /&gt;
|Forever||125T&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1||100&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000&lt;br /&gt;
|-&lt;br /&gt;
|3||10,000&lt;br /&gt;
|-&lt;br /&gt;
|4||100,000&lt;br /&gt;
|-&lt;br /&gt;
|5||1M&lt;br /&gt;
|-&lt;br /&gt;
|6||10M&lt;br /&gt;
|-&lt;br /&gt;
|7||100M&lt;br /&gt;
|-&lt;br /&gt;
|8||1B&lt;br /&gt;
|-&lt;br /&gt;
|9||10B&lt;br /&gt;
|-&lt;br /&gt;
|10||100B&lt;br /&gt;
|-&lt;br /&gt;
|11||1T&lt;br /&gt;
|-&lt;br /&gt;
|12||10T&lt;br /&gt;
|-&lt;br /&gt;
|13||100T&lt;br /&gt;
|-&lt;br /&gt;
|14||1Qa&lt;br /&gt;
|-&lt;br /&gt;
|15||10Qa&lt;br /&gt;
|-&lt;br /&gt;
|16||100Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Storm :''' Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 1, and will eventually reach Tier 5, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1204</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1204"/>
		<updated>2021-03-17T07:52:27Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Era Workshop]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 9==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
*Modules start at T2 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 10==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 11==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made!&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules start at T3 maxed&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: No Bounds&lt;br /&gt;
&lt;br /&gt;
==Tier 13==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules start at T4 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 14==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 15==&lt;br /&gt;
===Requirements===&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1203</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1203"/>
		<updated>2021-03-17T07:26:39Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
*Modules start at T1 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Era Workshop]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 9==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
*Modules start at T2 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 10==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 11==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made!&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules start at T3 maxed&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: No Bounds&lt;br /&gt;
&lt;br /&gt;
==Tier 13==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules start at T4 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 14==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 15==&lt;br /&gt;
===Requirements===&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1202</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1202"/>
		<updated>2021-03-17T05:48:07Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||20&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||4000&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||80,000&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||1.6M&lt;br /&gt;
|-&lt;br /&gt;
|Forever||125T&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1||100&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000&lt;br /&gt;
|-&lt;br /&gt;
|3||10,000&lt;br /&gt;
|-&lt;br /&gt;
|4||100,000&lt;br /&gt;
|-&lt;br /&gt;
|5||1M&lt;br /&gt;
|-&lt;br /&gt;
|6||10M&lt;br /&gt;
|-&lt;br /&gt;
|7||100M&lt;br /&gt;
|-&lt;br /&gt;
|8||1B&lt;br /&gt;
|-&lt;br /&gt;
|9||10B&lt;br /&gt;
|-&lt;br /&gt;
|10||100B&lt;br /&gt;
|-&lt;br /&gt;
|11||1T&lt;br /&gt;
|-&lt;br /&gt;
|12||10T&lt;br /&gt;
|-&lt;br /&gt;
|13||100T&lt;br /&gt;
|-&lt;br /&gt;
|14||1Qa&lt;br /&gt;
|-&lt;br /&gt;
|15||10Qa&lt;br /&gt;
|-&lt;br /&gt;
|16||100Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||{{Unknown}}||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||{{Unknown}}||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Storm :''' Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from wave streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 1, and will eventually reach Tier 5, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1201</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1201"/>
		<updated>2021-03-17T05:41:16Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||20&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||4000&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||80,000&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||1.6M&lt;br /&gt;
|-&lt;br /&gt;
|Forever||125T&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1||100&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000&lt;br /&gt;
|-&lt;br /&gt;
|3||10,000&lt;br /&gt;
|-&lt;br /&gt;
|4||100,000&lt;br /&gt;
|-&lt;br /&gt;
|5||1M&lt;br /&gt;
|-&lt;br /&gt;
|6||10M&lt;br /&gt;
|-&lt;br /&gt;
|7||100M&lt;br /&gt;
|-&lt;br /&gt;
|8||1B&lt;br /&gt;
|-&lt;br /&gt;
|9||10B&lt;br /&gt;
|-&lt;br /&gt;
|10||100B&lt;br /&gt;
|-&lt;br /&gt;
|11||1T&lt;br /&gt;
|-&lt;br /&gt;
|12||10T&lt;br /&gt;
|-&lt;br /&gt;
|13||100T&lt;br /&gt;
|-&lt;br /&gt;
|14||1Qa&lt;br /&gt;
|-&lt;br /&gt;
|15||10Qa&lt;br /&gt;
|-&lt;br /&gt;
|16||100Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||{{Unknown}}||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||{{Unknown}}||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from wave streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 1, and will eventually reach Tier 5, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Light&amp;diff=1193</id>
		<title>Experiment: Light</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Light&amp;diff=1193"/>
		<updated>2021-03-14T17:09:02Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LightExperiment.png|thumb|The Light Experiment]]&lt;br /&gt;
[[File:Experiment Light icon.png|left]]&lt;br /&gt;
The '''Light experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Light Experiment is to create as much light as possible.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
===Chamber===&lt;br /&gt;
Launching a light particle creates light when hitting a wall, for hitting a wall fragments the particle leaving part of the particle on the wall as a light source, which also reduces how many lumens the particle has.&lt;br /&gt;
&lt;br /&gt;
The statistics of the chamber are:&lt;br /&gt;
&lt;br /&gt;
*'''Bounceloss''': How many lumens are lost from the particle when hitting a wall.&lt;br /&gt;
*'''Lifetime''': Amount of time that the particle is active.&lt;br /&gt;
*'''Lumen''': How bright the particle is.&lt;br /&gt;
*'''Fragmentpower''': How bright the fragments are compared to the particle at the time of impact.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
Upgrades can help gather more light. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Bounceloss''': Reduces lumen loss on bounce.&lt;br /&gt;
*'''Lifetime''': Longer particle lifetime.&lt;br /&gt;
*'''Lumen''':  Increases brightness of the particle.&lt;br /&gt;
*'''Fragmentpower''': Increases the percentage of fragment light compared to the particle (Eventually gets to the point that fragments give more light than the particle itself).&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Brightness!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!5000 lm&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Light Taste&lt;br /&gt;
|-&lt;br /&gt;
!12,500 lm&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Dispel&lt;br /&gt;
|-&lt;br /&gt;
!750,000 lm&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Dryness Aura&lt;br /&gt;
|-&lt;br /&gt;
!6.25 lm&lt;br /&gt;
|[[File:Utility Module.png|Utility|30px]] Recharge&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Light damage&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Light resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Bjh0501</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1192</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1192"/>
		<updated>2021-03-14T09:36:28Z</updated>

		<summary type="html">&lt;p&gt;Bjh0501: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||20&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||4000&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||80,000&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||1.6M&lt;br /&gt;
|-&lt;br /&gt;
|Forever||125T&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1||100&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000&lt;br /&gt;
|-&lt;br /&gt;
|3||10,000&lt;br /&gt;
|-&lt;br /&gt;
|4||100,000&lt;br /&gt;
|-&lt;br /&gt;
|5||1M&lt;br /&gt;
|-&lt;br /&gt;
|6||10M&lt;br /&gt;
|-&lt;br /&gt;
|7||100M&lt;br /&gt;
|-&lt;br /&gt;
|8||1B&lt;br /&gt;
|-&lt;br /&gt;
|9||10B&lt;br /&gt;
|-&lt;br /&gt;
|10||100B&lt;br /&gt;
|-&lt;br /&gt;
|11||1T&lt;br /&gt;
|-&lt;br /&gt;
|12||10T&lt;br /&gt;
|-&lt;br /&gt;
|13||100T&lt;br /&gt;
|-&lt;br /&gt;
|14||1Qa&lt;br /&gt;
|-&lt;br /&gt;
|15||10Qa&lt;br /&gt;
|-&lt;br /&gt;
|16||100Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small onboard chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic static RAM chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic static RAM chip x4||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||{{Unknown}}||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||{{Unknown}}||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||{{Unknown}}||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||{{Unknown}}||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||{{Unknown}}||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||{{Unknown}}||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||{{Unknown}}||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||{{Unknown}}||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||{{Unknown}}||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||{{Unknown}}||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from wave streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 1, and will eventually reach Tier 5, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Bjh0501</name></author>
		
	</entry>
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