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	<updated>2026-04-27T22:31:20Z</updated>
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		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=4026</id>
		<title>Modules</title>
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		<updated>2026-03-20T02:09:37Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &amp;quot;debuf&amp;quot; -&amp;gt; &amp;quot;debuff&amp;quot;&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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.10).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&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 to 1. 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;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers (or the wiki maintainers because many of those are fixed now).&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the tower's attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-5: 1000 × 10^(t-1)&lt;br /&gt;
Tier 6+: 1.5e8/150M × 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-10: 1% × t&lt;br /&gt;
Tier 11+: 10.44% + .04% × (t-11)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
&lt;br /&gt;
Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1-5: 70% + 5% × (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.3%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 10% + 2% × (t-1)&lt;br /&gt;
Tier 6+: 18.1% + 26.9%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.8%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&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;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.4%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's 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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1-5: 70% + 5% * (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 6% * t&lt;br /&gt;
Tier 6+: 30% + 2% × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.8%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.4%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.3%&lt;br /&gt;
|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;
|Tier 1-5: 10% * t&lt;br /&gt;
Tier 6+: 56% + 0.015% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (7 - t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 40 + 5*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1500 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1500 + 33% - 0.1% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 17%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.8%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t&lt;br /&gt;
Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
|ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(7.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt;, multiplies the max. health and health regeneration by &amp;lt;code&amp;gt;{health}&amp;lt;/code&amp;gt; and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 80 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (20 + 10*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 71% + 9%/244*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 3 + 2*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1000 + 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1000 + 9% - 8/244*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E.'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the tower's attackspeed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt; but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1+: 2% + 0.06%*(t-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 300% - (t-1)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|Chance:&lt;br /&gt;
Tier 1-4: 4% * (tier+1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: {{Number|1e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 2: {{Number|8e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|60e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|300e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5+: {{Number|5e9}} * 2.5^(tier-5)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt; 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;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1% * (tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 2% + 3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 22% + 0.1% * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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;
'''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1-5: 0.1x + 0.1x*tier&lt;br /&gt;
Tier 6+: 0.66x + 0.02x*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|Tier 1-6: 7% + 3%*tier&lt;br /&gt;
Tier 7+: 25% + 1.5%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''||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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|Cooldown:&lt;br /&gt;
Tier 1-5: 40 - 5*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 100+33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 100 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 9 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 9 + 0.05*(tier-6) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''|| ||[[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;
|Tier 1-5: -(25% + 15%*tier)&lt;br /&gt;
Tier 6+: 100% + 2%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''|| ||[[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;
|Tier 1: 100%&lt;br /&gt;
Tier 2: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 400%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 600%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 1000%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1300% + 410%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|Tier 1-6: 1% + 1%*tier&lt;br /&gt;
Tier 7+: 7% + 0.075 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''||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 tower's water armor raised to the power of &amp;lt;code&amp;gt;{armor}&amp;lt;/code&amp;gt; (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;
|Armor:&lt;br /&gt;
Tier 1-6: 0.01*tier&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 0.06 + 0.34/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: {{Number|1e6}} * 10^(tier-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|50e9}} * 4^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 8.1 + 5/244 * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''|| ||[[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%. ''Why did you go that far?''&lt;br /&gt;
|TIME&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 5%*tier&lt;br /&gt;
Tier 6+: 30.4% + 1.4%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the tower's HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1%*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regeneration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 0.2% + 0.3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 2% + 0.01%*(tier-5) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the tower's Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1: 1%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 8% + 3%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration/Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 25 * 2^(tier-1) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 400 + 4*(tier-5) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the tower's 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;
|Tier 1-5: 0.05% + 0.05%*tier&lt;br /&gt;
Tier 6+: 0.34% + 0.31%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|Tier 1: 300000&lt;br /&gt;
Tier 2: {{Number|1.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|1e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|9e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|5e8}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|1e9}} * 2.4^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 50%&lt;br /&gt;
Tier 2: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 150%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 350% + 180%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|Tier 1-6: 5% + 5%*tier&lt;br /&gt;
Tier 7+: 35% + 65%/244*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''||Yes||[[Experiment: Nature]]||35 Plants&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 attackspeed by 33% and deals &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Cost:&lt;br /&gt;
Tier 1-5: 800 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 90-10*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 10% + 0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2.5 + tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|Hitpoints:&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1125000&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|2.4e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|8e7}}/3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|320e6}}/7 * 2^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20% + 10%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 70%&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|Tier 1: 30%&lt;br /&gt;
Tier 2: 34%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 38%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 44%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60% + 40%/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the tower's generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|Tier 1-6: 1000 * 10^tier&lt;br /&gt;
Tier 7+: {{Number|1e9}} * 8^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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^&amp;lt;code&amp;gt;{exponent}&amp;lt;/code&amp;gt; where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-6: 0.07 + 0.01*tier&lt;br /&gt;
Tier 7+: 0.13 + 0.27/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of the tower's maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1+: 10 + 5*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stun:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1.5 + 0.5*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4 + 0.5*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 26 - 3*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 11 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''||Yes||[[Experiment: Electricity]]||250000 J&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;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: {{Number|1.25e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|7.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|5e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|175e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|8.75e8}} * 2^(tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 20% + 5% * tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 47% + 48%/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 0.8 + 0.4 * tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.8 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the tower's energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the tower's shield that allows it to complet[e]ly block every few attacks. Only works as long as the tower's shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''||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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&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.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''||Yes||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''||Yes||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''|| ||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''||Yes||[[Mine]]: Second Floor||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;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the tower's electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|ELECTRICITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&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;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the tower's max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the tower's Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' 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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% 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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|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 tower's attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuff resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|- id=&amp;quot;The Executive&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||The Executive&lt;br /&gt;
|No&lt;br /&gt;
|Unknown&lt;br /&gt;
|&amp;quot;idk if there has been any update on this but I got Executive by auto toggling my infinity stones to do something and it gave me one once I got over a certain speed I assume(?)&amp;quot; - darkcloud100 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I got it after enabling perma use on my water infinity stone&amp;quot; - ben251&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;40*tier&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;0.2*tier&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|Tier 1+: {{math|0.2&amp;amp;times;&amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions). Note that this is often outdated.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] 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'. This is still reflected in their internal ids.&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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v1.0.10, there are '''19''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3932</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3932"/>
		<updated>2026-01-17T18:49:52Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: removed a &amp;quot;-4&amp;quot; from the start of the page yoshi accidently added&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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.10).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&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 to 1. 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;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers (or the wiki maintainers because many of those are fixed now).&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the tower's attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-5: 1000 × 10^(t-1)&lt;br /&gt;
Tier 6+: 1.5e8/150M × 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-10: 1% × t&lt;br /&gt;
Tier 11+: 10.44% + .04% × (t-11)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
&lt;br /&gt;
Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1-5: 70% + 5% × (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.3%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 10% + 2% × (t-1)&lt;br /&gt;
Tier 6+: 18.1% + 26.9%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.8%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&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;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.4%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's 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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1-5: 70% + 5% * (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 6% * t&lt;br /&gt;
Tier 6+: 30% + 2% × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.8%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.4%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 50 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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.3%&lt;br /&gt;
|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;
|Tier 1-5: 10% * t&lt;br /&gt;
Tier 6+: 56% + 0.015% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (7 - t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 40 + 5*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1500 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1500 + 33% - 0.1% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 17%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.8%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t&lt;br /&gt;
Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
|ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(7.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt;, multiplies the max. health and health regeneration by &amp;lt;code&amp;gt;{health}&amp;lt;/code&amp;gt; and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 80 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (20 + 10*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 71% + 9%/244*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 3 + 2*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1000 + 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1000 + 9% - 8/244*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the tower's attackspeed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt; but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1+: 2% + 0.06%*(t-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 300% - (t-1)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|Chance:&lt;br /&gt;
Tier 1-4: 4% * (tier+1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: {{Number|1e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 2: {{Number|8e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|60e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|300e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5+: {{Number|5e9}} * 2.5^(tier-5)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt; 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;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1% * (tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 2% + 3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 22% + 0.1% * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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;
'''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1-5: 0.1x + 0.1x*tier&lt;br /&gt;
Tier 6+: 0.66x + 0.02x*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|Tier 1-6: 7% + 3%*tier&lt;br /&gt;
Tier 7+: 25% + 1.5%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''||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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|Cooldown:&lt;br /&gt;
Tier 1-5: 40 - 5*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 100+33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 100 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 9 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 9 + 0.05*(tier-6) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''|| ||[[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;
|Tier 1-5: -(25% + 15%*tier)&lt;br /&gt;
Tier 6+: 100% + 2%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''|| ||[[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;
|Tier 1: 100%&lt;br /&gt;
Tier 2: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 400%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 600%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 1000%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1300% + 410%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|Tier 1-6: 1% + 1%*tier&lt;br /&gt;
Tier 7+: 7% + 0.075 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''||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 tower's water armor raised to the power of &amp;lt;code&amp;gt;{armor}&amp;lt;/code&amp;gt; (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;
|Armor:&lt;br /&gt;
Tier 1-6: 0.01*tier&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 0.06 + 0.34/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: {{Number|1e6}} * 10^(tier-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|50e9}} * 4^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 8.1 + 5/244 * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''|| ||[[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%. ''Why did you go that far?''&lt;br /&gt;
|TIME&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 5%*tier&lt;br /&gt;
Tier 6+: 30.4% + 1.4%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the tower's HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1%*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regeneration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 0.2% + 0.3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 2% + 0.01%*(tier-5) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the tower's Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1: 1%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 8% + 3%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration/Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 25 * 2^(tier-1) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 400 + 4*(tier-5) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the tower's 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;
|Tier 1-5: 0.05% + 0.05%*tier&lt;br /&gt;
Tier 6+: 0.34% + 0.31%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|Tier 1: 300000&lt;br /&gt;
Tier 2: {{Number|1.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|1e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|9e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|5e8}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|1e9}} * 2.4^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 50%&lt;br /&gt;
Tier 2: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 150%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 350% + 180%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|Tier 1-6: 5% + 5%*tier&lt;br /&gt;
Tier 7+: 35% + 65%/244*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''||Yes||[[Experiment: Nature]]||35 Plants&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 attackspeed by 33% and deals &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Cost:&lt;br /&gt;
Tier 1-5: 800 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 90-10*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 10% + 0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2.5 + tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|Hitpoints:&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1125000&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|2.4e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|8e7}}/3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|320e6}}/7 * 2^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20% + 10%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 70%&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|Tier 1: 30%&lt;br /&gt;
Tier 2: 34%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 38%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 44%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60% + 40%/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the tower's generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|Tier 1-6: 1000 * 10^tier&lt;br /&gt;
Tier 7+: {{Number|1e9}} * 8^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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^&amp;lt;code&amp;gt;{exponent}&amp;lt;/code&amp;gt; where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-6: 0.07 + 0.01*tier&lt;br /&gt;
Tier 7+: 0.13 + 0.27/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of the tower's maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1+: 10 + 5*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stun:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1.5 + 0.5*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4 + 0.5*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 26 - 3*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 11 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''||Yes||[[Experiment: Electricity]]||250000 J&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;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: {{Number|1.25e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|7.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|5e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|175e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|8.75e8}} * 2^(tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 20% + 5% * tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 47% + 48%/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 0.8 + 0.4 * tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.8 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the tower's energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the tower's shield that allows it to complet[e]ly block every few attacks. Only works as long as the tower's shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''||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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&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.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''||Yes||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''||Yes||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''|| ||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''||Yes||[[Mine]]: Second Floor||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;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the tower's electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|ELECTRICITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&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;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the tower's max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the tower's Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' 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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the tower's 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% 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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|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 tower's attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuf resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||The Executive&lt;br /&gt;
|No&lt;br /&gt;
|Unknown&lt;br /&gt;
|&amp;quot;idk if there has been any update on this but I got Executive by auto toggling my infinity stones to do something and it gave me one once I got over a certain speed I assume(?)&amp;quot; - darkcloud100 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I got it after enabling perma use on my water infinity stone&amp;quot; - ben251&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;40*tier&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;0.2*tier&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions). Note that this is often outdated.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] 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'. This is still reflected in their internal ids.&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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v1.0.10, there are '''19''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Blueturbo47&amp;diff=3838</id>
		<title>User:Blueturbo47</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Blueturbo47&amp;diff=3838"/>
		<updated>2025-08-23T23:19:37Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;meow meow lol&lt;br /&gt;
&lt;br /&gt;
[[File:Mewo-0.png]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Blueturbo47&amp;diff=3836</id>
		<title>User:Blueturbo47</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Blueturbo47&amp;diff=3836"/>
		<updated>2025-08-23T23:13:25Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: added my own wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;meow meow lol&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Software&amp;diff=3835</id>
		<title>Software</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Software&amp;diff=3835"/>
		<updated>2025-08-22T16:37:16Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: automatically redirects you to the headquarters page with software when searching software&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Headquarters#Software]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3435</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3435"/>
		<updated>2024-04-15T17:16:19Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: actually fixed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of available scripts, see the [https://github.com/cl1694/AI-Script-Compendium AI Script Compendium].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String / Bool / Vector)&lt;br /&gt;
**Creates or changes the global variable &amp;lt;code&amp;gt;str variable&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt; .&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name  &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: Set (Double / Int / String / Bool / Vector))&lt;br /&gt;
**Creates or changes the local variable &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Canvas: Draw Rect&lt;br /&gt;
**Draws a rectangle on the drawable canvas at location &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; with a size of &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; and colored in &amp;lt;code&amp;gt;str color&amp;lt;/code&amp;gt;. (Accepts #RRGGBB and #RRGGBBAA as inputs for color.)&lt;br /&gt;
*Canvas: Clear&lt;br /&gt;
**Clears the drawable canvas instantly.&lt;br /&gt;
*Window: Create&lt;br /&gt;
**Creates a window with the unique identifier &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; (used to address the new instance) of type &amp;lt;code&amp;gt;str type&amp;lt;/code&amp;gt; (window name inside windows list).&lt;br /&gt;
*Window: Set Text&lt;br /&gt;
**Sets the content inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the text label with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str text&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Sprite&lt;br /&gt;
**Sets the sprite inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the button/image with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str sprite&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Visibility&lt;br /&gt;
**Set the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise it will be hidden. &lt;br /&gt;
*Window: Set Child Visibility&lt;br /&gt;
**Set child of window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise window will be hidden. &lt;br /&gt;
*Window: Set Position&lt;br /&gt;
**Changes the position of the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; based on the anchor of its root element. Per default the anchor is set to the center of the window and 0,0 represents the center of the screen.&lt;br /&gt;
*Window: Destroy&lt;br /&gt;
**Destroys the window with the unique identifier &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Destroy All&lt;br /&gt;
**Destroys all active windows. &lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot  &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu at an offset of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt;&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Tower: Exit&lt;br /&gt;
**Exits the current Tower Testing run. &lt;br /&gt;
*Software: Toggle&lt;br /&gt;
**Enables software &amp;lt;code&amp;gt;software&amp;lt;/code&amp;gt; if the condition &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true or disables it if the condition is false. &lt;br /&gt;
*Era: Disable Power&lt;br /&gt;
**Tries to disable the era powers of &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; enemies by purchasing the according upgrade using xp.&lt;br /&gt;
*Era: Upgrade Divider&lt;br /&gt;
**Attempts to upgrade the era &amp;lt;code&amp;gt;str (damage, health)&amp;lt;/code&amp;gt; divider a total of &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; times by using xp.&lt;br /&gt;
*Infinity: Secure Module&lt;br /&gt;
**Attempts to secure the module with id  &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to prevent enemies from mimicking it during the infinity phase. &lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the &amp;lt;code&amp;gt;str building&amp;lt;/code&amp;gt; window if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt;is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Workers: Toggle Group&lt;br /&gt;
**Toggles the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
**Colors: White (0), Red (1), Blue (2), Green(3), Yellow (4), Magenta (5)&lt;br /&gt;
*Workers: Pause Group&lt;br /&gt;
**Sets the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
*Workers: Toggle&lt;br /&gt;
**Toggles the paused state of all workers with name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;. &lt;br /&gt;
*Workers: Pause&lt;br /&gt;
**Sets the paused state of all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Workers: Assign Group&lt;br /&gt;
**Assigns the task with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the groups parameter to see which color belongs to which group.) &lt;br /&gt;
*Workers: Assign&lt;br /&gt;
**Assigns Task with ID &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
**[[Workers#Worker_Taskid.27s|TaskIDs]]&lt;br /&gt;
*Workers: Set Name&lt;br /&gt;
**Sets the name of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Worker: Set Group&lt;br /&gt;
**Sets the group of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; (0 is the first worker) to the group with id &amp;lt;code&amp;gt;int id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt;. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; where 1 represents the first cluster in the list.&lt;br /&gt;
*Arcade: Spin Lucky Wheel&lt;br /&gt;
**Spins the Lucky Wheel with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble New Game&lt;br /&gt;
**Starts a new game of Jumble with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble Stop&lt;br /&gt;
**Stops the current column.&lt;br /&gt;
*Adventure: Move&lt;br /&gt;
**Moves the player in the direction of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt; in Adventure.&lt;br /&gt;
*Adventure: Wait&lt;br /&gt;
**Skips a turn in Adventure.&lt;br /&gt;
*Adventure: Place Bomb&lt;br /&gt;
**Places a Bomb at the Player location in Adventure.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) a total of &amp;lt;code&amp;gt;double total&amp;lt;/code&amp;gt; times by using items inside the inventory or crafting grid. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into machine &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt;. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Factory: Cancel Machine&lt;br /&gt;
**Stops production of the [[Factory]] machine with the id &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt; and ejects all items back to the inventory if possible.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; in the list of offers (first offer is at position 0) using &amp;lt;code&amp;gt;double percent&amp;lt;/code&amp;gt; (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone of tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Buy Range&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone between tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine Power Stones with the usual combine rules up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute Power Stones currently inside the Cubos Cube.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Move Slot&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Swap&lt;br /&gt;
**Swap the Power Stones in &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell &lt;br /&gt;
**Sell the Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell All&lt;br /&gt;
**Sell all Power Stones from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preferred Tier&lt;br /&gt;
**Sets the preferred market tier to &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preference&lt;br /&gt;
**Set the market preference for element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Market Refresh&lt;br /&gt;
**Refreshes Market Offers&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy the Power Stone from market in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Lock Market Slot&lt;br /&gt;
**Set the lock state of Market slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Rebuy&lt;br /&gt;
**Rebuy the Power Stone from Trash slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Fill Inventory (Deprecated)&lt;br /&gt;
**Sets the Fill Inventory button to the &amp;lt;code&amp;gt;bool state&amp;lt;/code&amp;gt; state.&lt;br /&gt;
*Museum: Buy (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt;&lt;br /&gt;
*Museum: Buy Market (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The amounts you get from your RAM are &amp;lt;code&amp;gt;floor(7 + Log&amp;lt;sub&amp;gt;7.98&amp;lt;/sub&amp;gt;(RAM))&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;floor(1 + (actions / 7))&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;floor(1 + (actions / 11))&amp;lt;/code&amp;gt; bytes, rounded up. Here is a Desmos Graph that displays it for you https://www.desmos.com/calculator/12aiwozkjj&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||2||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||2||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||2||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||2||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||2&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||2&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||2&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||2||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||2||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||3&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||3&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||3&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datatypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3434</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3434"/>
		<updated>2024-04-15T17:14:17Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: fixed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of available scripts, see the [https://github.com/cl1694/AI-Script-Compendium AI Script Compendium].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String / Bool / Vector)&lt;br /&gt;
**Creates or changes the global variable &amp;lt;code&amp;gt;str variable&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt; .&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name  &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: Set (Double / Int / String / Bool / Vector))&lt;br /&gt;
**Creates or changes the local variable &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Canvas: Draw Rect&lt;br /&gt;
**Draws a rectangle on the drawable canvas at location &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; with a size of &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; and colored in &amp;lt;code&amp;gt;str color&amp;lt;/code&amp;gt;. (Accepts #RRGGBB and #RRGGBBAA as inputs for color.)&lt;br /&gt;
*Canvas: Clear&lt;br /&gt;
**Clears the drawable canvas instantly.&lt;br /&gt;
*Window: Create&lt;br /&gt;
**Creates a window with the unique identifier &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; (used to address the new instance) of type &amp;lt;code&amp;gt;str type&amp;lt;/code&amp;gt; (window name inside windows list).&lt;br /&gt;
*Window: Set Text&lt;br /&gt;
**Sets the content inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the text label with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str text&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Sprite&lt;br /&gt;
**Sets the sprite inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the button/image with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str sprite&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Visibility&lt;br /&gt;
**Set the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise it will be hidden. &lt;br /&gt;
*Window: Set Child Visibility&lt;br /&gt;
**Set child of window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise window will be hidden. &lt;br /&gt;
*Window: Set Position&lt;br /&gt;
**Changes the position of the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; based on the anchor of its root element. Per default the anchor is set to the center of the window and 0,0 represents the center of the screen.&lt;br /&gt;
*Window: Destroy&lt;br /&gt;
**Destroys the window with the unique identifier &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Destroy All&lt;br /&gt;
**Destroys all active windows. &lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot  &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu at an offset of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt;&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Tower: Exit&lt;br /&gt;
**Exits the current Tower Testing run. &lt;br /&gt;
*Software: Toggle&lt;br /&gt;
**Enables software &amp;lt;code&amp;gt;software&amp;lt;/code&amp;gt; if the condition &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true or disables it if the condition is false. &lt;br /&gt;
*Era: Disable Power&lt;br /&gt;
**Tries to disable the era powers of &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; enemies by purchasing the according upgrade using xp.&lt;br /&gt;
*Era: Upgrade Divider&lt;br /&gt;
**Attempts to upgrade the era &amp;lt;code&amp;gt;str (damage, health)&amp;lt;/code&amp;gt; divider a total of &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; times by using xp.&lt;br /&gt;
*Infinity: Secure Module&lt;br /&gt;
**Attempts to secure the module with id  &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to prevent enemies from mimicking it during the infinity phase. &lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the &amp;lt;code&amp;gt;str building&amp;lt;/code&amp;gt; window if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt;is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Workers: Toggle Group&lt;br /&gt;
**Toggles the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
**Colors: White (0), Red (1), Blue (2), Green(3), Yellow (4), Magenta (5)&lt;br /&gt;
*Workers: Pause Group&lt;br /&gt;
**Sets the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
*Workers: Toggle&lt;br /&gt;
**Toggles the paused state of all workers with name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;. &lt;br /&gt;
*Workers: Pause&lt;br /&gt;
**Sets the paused state of all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Workers: Assign Group&lt;br /&gt;
**Assigns the task with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the groups parameter to see which color belongs to which group.) &lt;br /&gt;
*Workers: Assign&lt;br /&gt;
**Assigns Task with ID &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
**[[Workers#Worker_Taskid.27s|TaskIDs]]&lt;br /&gt;
*Workers: Set Name&lt;br /&gt;
**Sets the name of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Worker: Set Group&lt;br /&gt;
**Sets the group of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; (0 is the first worker) to the group with id &amp;lt;code&amp;gt;int id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt;. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; where 1 represents the first cluster in the list.&lt;br /&gt;
*Arcade: Spin Lucky Wheel&lt;br /&gt;
**Spins the Lucky Wheel with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble New Game&lt;br /&gt;
**Starts a new game of Jumble with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble Stop&lt;br /&gt;
**Stops the current column.&lt;br /&gt;
*Adventure: Move&lt;br /&gt;
**Moves the player in the direction of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt; in Adventure.&lt;br /&gt;
*Adventure: Wait&lt;br /&gt;
**Skips a turn in Adventure.&lt;br /&gt;
*Adventure: Place Bomb&lt;br /&gt;
**Places a Bomb at the Player location in Adventure.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) a total of &amp;lt;code&amp;gt;double total&amp;lt;/code&amp;gt; times by using items inside the inventory or crafting grid. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into machine &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt;. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Factory: Cancel Machine&lt;br /&gt;
**Stops production of the [[Factory]] machine with the id &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt; and ejects all items back to the inventory if possible.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; in the list of offers (first offer is at position 0) using &amp;lt;code&amp;gt;double percent&amp;lt;/code&amp;gt; (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone of tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Buy Range&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone between tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine Power Stones with the usual combine rules up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute Power Stones currently inside the Cubos Cube.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Move Slot&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Swap&lt;br /&gt;
**Swap the Power Stones in &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell &lt;br /&gt;
**Sell the Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell All&lt;br /&gt;
**Sell all Power Stones from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preferred Tier&lt;br /&gt;
**Sets the preferred market tier to &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preference&lt;br /&gt;
**Set the market preference for element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Market Refresh&lt;br /&gt;
**Refreshes Market Offers&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy the Power Stone from market in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Lock Market Slot&lt;br /&gt;
**Set the lock state of Market slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Rebuy&lt;br /&gt;
**Rebuy the Power Stone from Trash slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Fill Inventory (Deprecated)&lt;br /&gt;
**Sets the Fill Inventory button to the &amp;lt;code&amp;gt;bool state&amp;lt;/code&amp;gt; state.&lt;br /&gt;
*Museum: Buy (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt;&lt;br /&gt;
*Museum: Buy Market (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The amounts you get from your RAM are &amp;lt;code&amp;gt;floor(7 + Log&amp;lt;sub&amp;gt;7.98&amp;lt;/sub&amp;gt;(RAM))&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;floor(1 + (actions / 7))&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;floor(1 + (actions / 11))&amp;lt;/code&amp;gt; bytes, rounded up. Here is a Desmos Graph that displays it for you https://www.desmos.com/calculator/12aiwozkjj&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||2||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||2||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||2||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||2||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||1&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||2||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||2||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||3&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||3&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||3&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datatypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3433</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3433"/>
		<updated>2024-04-15T16:55:20Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: capitalized ram and fixed equation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of available scripts, see the [https://github.com/cl1694/AI-Script-Compendium AI Script Compendium].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String / Bool / Vector)&lt;br /&gt;
**Creates or changes the global variable &amp;lt;code&amp;gt;str variable&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt; .&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name  &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: Set (Double / Int / String / Bool / Vector))&lt;br /&gt;
**Creates or changes the local variable &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Canvas: Draw Rect&lt;br /&gt;
**Draws a rectangle on the drawable canvas at location &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; with a size of &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; and colored in &amp;lt;code&amp;gt;str color&amp;lt;/code&amp;gt;. (Accepts #RRGGBB and #RRGGBBAA as inputs for color.)&lt;br /&gt;
*Canvas: Clear&lt;br /&gt;
**Clears the drawable canvas instantly.&lt;br /&gt;
*Window: Create&lt;br /&gt;
**Creates a window with the unique identifier &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; (used to address the new instance) of type &amp;lt;code&amp;gt;str type&amp;lt;/code&amp;gt; (window name inside windows list).&lt;br /&gt;
*Window: Set Text&lt;br /&gt;
**Sets the content inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the text label with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str text&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Sprite&lt;br /&gt;
**Sets the sprite inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the button/image with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str sprite&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Visibility&lt;br /&gt;
**Set the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise it will be hidden. &lt;br /&gt;
*Window: Set Child Visibility&lt;br /&gt;
**Set child of window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise window will be hidden. &lt;br /&gt;
*Window: Set Position&lt;br /&gt;
**Changes the position of the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; based on the anchor of its root element. Per default the anchor is set to the center of the window and 0,0 represents the center of the screen.&lt;br /&gt;
*Window: Destroy&lt;br /&gt;
**Destroys the window with the unique identifier &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Destroy All&lt;br /&gt;
**Destroys all active windows. &lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot  &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu at an offset of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt;&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Tower: Exit&lt;br /&gt;
**Exits the current Tower Testing run. &lt;br /&gt;
*Software: Toggle&lt;br /&gt;
**Enables software &amp;lt;code&amp;gt;software&amp;lt;/code&amp;gt; if the condition &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true or disables it if the condition is false. &lt;br /&gt;
*Era: Disable Power&lt;br /&gt;
**Tries to disable the era powers of &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; enemies by purchasing the according upgrade using xp.&lt;br /&gt;
*Era: Upgrade Divider&lt;br /&gt;
**Attempts to upgrade the era &amp;lt;code&amp;gt;str (damage, health)&amp;lt;/code&amp;gt; divider a total of &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; times by using xp.&lt;br /&gt;
*Infinity: Secure Module&lt;br /&gt;
**Attempts to secure the module with id  &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to prevent enemies from mimicking it during the infinity phase. &lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the &amp;lt;code&amp;gt;str building&amp;lt;/code&amp;gt; window if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt;is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Workers: Toggle Group&lt;br /&gt;
**Toggles the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
**Colors: White (0), Red (1), Blue (2), Green(3), Yellow (4), Magenta (5)&lt;br /&gt;
*Workers: Pause Group&lt;br /&gt;
**Sets the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
*Workers: Toggle&lt;br /&gt;
**Toggles the paused state of all workers with name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;. &lt;br /&gt;
*Workers: Pause&lt;br /&gt;
**Sets the paused state of all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Workers: Assign Group&lt;br /&gt;
**Assigns the task with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the groups parameter to see which color belongs to which group.) &lt;br /&gt;
*Workers: Assign&lt;br /&gt;
**Assigns Task with ID &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
**[[Workers#Worker_Taskid.27s|TaskIDs]]&lt;br /&gt;
*Workers: Set Name&lt;br /&gt;
**Sets the name of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Worker: Set Group&lt;br /&gt;
**Sets the group of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; (0 is the first worker) to the group with id &amp;lt;code&amp;gt;int id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt;. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; where 1 represents the first cluster in the list.&lt;br /&gt;
*Arcade: Spin Lucky Wheel&lt;br /&gt;
**Spins the Lucky Wheel with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble New Game&lt;br /&gt;
**Starts a new game of Jumble with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble Stop&lt;br /&gt;
**Stops the current column.&lt;br /&gt;
*Adventure: Move&lt;br /&gt;
**Moves the player in the direction of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt; in Adventure.&lt;br /&gt;
*Adventure: Wait&lt;br /&gt;
**Skips a turn in Adventure.&lt;br /&gt;
*Adventure: Place Bomb&lt;br /&gt;
**Places a Bomb at the Player location in Adventure.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) a total of &amp;lt;code&amp;gt;double total&amp;lt;/code&amp;gt; times by using items inside the inventory or crafting grid. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into machine &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt;. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Factory: Cancel Machine&lt;br /&gt;
**Stops production of the [[Factory]] machine with the id &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt; and ejects all items back to the inventory if possible.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; in the list of offers (first offer is at position 0) using &amp;lt;code&amp;gt;double percent&amp;lt;/code&amp;gt; (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone of tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Buy Range&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone between tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine Power Stones with the usual combine rules up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute Power Stones currently inside the Cubos Cube.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Move Slot&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Swap&lt;br /&gt;
**Swap the Power Stones in &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell &lt;br /&gt;
**Sell the Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell All&lt;br /&gt;
**Sell all Power Stones from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preferred Tier&lt;br /&gt;
**Sets the preferred market tier to &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preference&lt;br /&gt;
**Set the market preference for element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Market Refresh&lt;br /&gt;
**Refreshes Market Offers&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy the Power Stone from market in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Lock Market Slot&lt;br /&gt;
**Set the lock state of Market slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Rebuy&lt;br /&gt;
**Rebuy the Power Stone from Trash slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Fill Inventory (Deprecated)&lt;br /&gt;
**Sets the Fill Inventory button to the &amp;lt;code&amp;gt;bool state&amp;lt;/code&amp;gt; state.&lt;br /&gt;
*Museum: Buy (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt;&lt;br /&gt;
*Museum: Buy Market (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The amounts you get from your RAM are &amp;lt;code&amp;gt;floor(7 + Log&amp;lt;sub&amp;gt;7.98&amp;lt;/sub&amp;gt;(RAM))&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;floor(1 + (actions / 7))&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;floor(1 + (actions / 11))&amp;lt;/code&amp;gt; bytes, rounded up. Here is a Desmos Graph that displays it for you https://www.desmos.com/calculator/12aiwozkjj&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||1||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||1||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||1||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||1||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||1&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||3||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||3||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||2&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datatypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3432</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=3432"/>
		<updated>2024-04-15T16:54:12Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: added desmos graph with new equations, will be working on the amounts in a moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of available scripts, see the [https://github.com/cl1694/AI-Script-Compendium AI Script Compendium].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String / Bool / Vector)&lt;br /&gt;
**Creates or changes the global variable &amp;lt;code&amp;gt;str variable&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt; .&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name  &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: Set (Double / Int / String / Bool / Vector))&lt;br /&gt;
**Creates or changes the local variable &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;double/int/string/bool/vector2 value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Canvas: Draw Rect&lt;br /&gt;
**Draws a rectangle on the drawable canvas at location &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; with a size of &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; and colored in &amp;lt;code&amp;gt;str color&amp;lt;/code&amp;gt;. (Accepts #RRGGBB and #RRGGBBAA as inputs for color.)&lt;br /&gt;
*Canvas: Clear&lt;br /&gt;
**Clears the drawable canvas instantly.&lt;br /&gt;
*Window: Create&lt;br /&gt;
**Creates a window with the unique identifier &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; (used to address the new instance) of type &amp;lt;code&amp;gt;str type&amp;lt;/code&amp;gt; (window name inside windows list).&lt;br /&gt;
*Window: Set Text&lt;br /&gt;
**Sets the content inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the text label with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str text&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Sprite&lt;br /&gt;
**Sets the sprite inside the window with the id &amp;lt;code&amp;gt;str identifier&amp;lt;/code&amp;gt; of the button/image with the id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str sprite&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Set Visibility&lt;br /&gt;
**Set the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise it will be hidden. &lt;br /&gt;
*Window: Set Child Visibility&lt;br /&gt;
**Set child of window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true. Otherwise window will be hidden. &lt;br /&gt;
*Window: Set Position&lt;br /&gt;
**Changes the position of the window with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;vector x, y&amp;lt;/code&amp;gt; based on the anchor of its root element. Per default the anchor is set to the center of the window and 0,0 represents the center of the screen.&lt;br /&gt;
*Window: Destroy&lt;br /&gt;
**Destroys the window with the unique identifier &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Window: Destroy All&lt;br /&gt;
**Destroys all active windows. &lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot  &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu at an offset of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt;&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Tower: Exit&lt;br /&gt;
**Exits the current Tower Testing run. &lt;br /&gt;
*Software: Toggle&lt;br /&gt;
**Enables software &amp;lt;code&amp;gt;software&amp;lt;/code&amp;gt; if the condition &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true or disables it if the condition is false. &lt;br /&gt;
*Era: Disable Power&lt;br /&gt;
**Tries to disable the era powers of &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; enemies by purchasing the according upgrade using xp.&lt;br /&gt;
*Era: Upgrade Divider&lt;br /&gt;
**Attempts to upgrade the era &amp;lt;code&amp;gt;str (damage, health)&amp;lt;/code&amp;gt; divider a total of &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; times by using xp.&lt;br /&gt;
*Infinity: Secure Module&lt;br /&gt;
**Attempts to secure the module with id  &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to prevent enemies from mimicking it during the infinity phase. &lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the &amp;lt;code&amp;gt;str building&amp;lt;/code&amp;gt; window if &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt;is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Workers: Toggle Group&lt;br /&gt;
**Toggles the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
**Colors: White (0), Red (1), Blue (2), Green(3), Yellow (4), Magenta (5)&lt;br /&gt;
*Workers: Pause Group&lt;br /&gt;
**Sets the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
*Workers: Toggle&lt;br /&gt;
**Toggles the paused state of all workers with name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;. &lt;br /&gt;
*Workers: Pause&lt;br /&gt;
**Sets the paused state of all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Workers: Assign Group&lt;br /&gt;
**Assigns the task with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the groups parameter to see which color belongs to which group.) &lt;br /&gt;
*Workers: Assign&lt;br /&gt;
**Assigns Task with ID &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
**[[Workers#Worker_Taskid.27s|TaskIDs]]&lt;br /&gt;
*Workers: Set Name&lt;br /&gt;
**Sets the name of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Worker: Set Group&lt;br /&gt;
**Sets the group of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; (0 is the first worker) to the group with id &amp;lt;code&amp;gt;int id&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt;. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; where 1 represents the first cluster in the list.&lt;br /&gt;
*Arcade: Spin Lucky Wheel&lt;br /&gt;
**Spins the Lucky Wheel with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble New Game&lt;br /&gt;
**Starts a new game of Jumble with a wager of &amp;lt;code&amp;gt;double wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Arcade: Jumble Stop&lt;br /&gt;
**Stops the current column.&lt;br /&gt;
*Adventure: Move&lt;br /&gt;
**Moves the player in the direction of &amp;lt;code&amp;gt;vector x,y&amp;lt;/code&amp;gt; in Adventure.&lt;br /&gt;
*Adventure: Wait&lt;br /&gt;
**Skips a turn in Adventure.&lt;br /&gt;
*Adventure: Place Bomb&lt;br /&gt;
**Places a Bomb at the Player location in Adventure.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) a total of &amp;lt;code&amp;gt;double total&amp;lt;/code&amp;gt; times by using items inside the inventory or crafting grid. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into machine &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt;. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put &amp;lt;code&amp;gt;double amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;str item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Factory: Cancel Machine&lt;br /&gt;
**Stops production of the [[Factory]] machine with the id &amp;lt;code&amp;gt;str machine&amp;lt;/code&amp;gt; and ejects all items back to the inventory if possible.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;int y&amp;lt;/code&amp;gt; and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position &amp;lt;code&amp;gt;int position&amp;lt;/code&amp;gt; in the list of offers (first offer is at position 0) using &amp;lt;code&amp;gt;double percent&amp;lt;/code&amp;gt; (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone of tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Buy Range&lt;br /&gt;
**Buys a &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; Power Stone between tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine Power Stones with the usual combine rules up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt; (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute Power Stones currently inside the Cubos Cube.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Move Slot&lt;br /&gt;
**Move a Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Swap&lt;br /&gt;
**Swap the Power Stones in &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell &lt;br /&gt;
**Sell the Power Stone from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Sell All&lt;br /&gt;
**Sell all Power Stones from &amp;lt;code&amp;gt;str location&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preferred Tier&lt;br /&gt;
**Sets the preferred market tier to &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Set Preference&lt;br /&gt;
**Set the market preference for element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Market Refresh&lt;br /&gt;
**Refreshes Market Offers&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy the Power Stone from market in slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;int amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
*Museum: Lock Market Slot&lt;br /&gt;
**Set the lock state of Market slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Rebuy&lt;br /&gt;
**Rebuy the Power Stone from Trash slot &amp;lt;code&amp;gt;int slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Museum: Fill Inventory (Deprecated)&lt;br /&gt;
**Sets the Fill Inventory button to the &amp;lt;code&amp;gt;bool state&amp;lt;/code&amp;gt; state.&lt;br /&gt;
*Museum: Buy (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt;&lt;br /&gt;
*Museum: Buy Market (Deprecated)&lt;br /&gt;
**Buy Power Stone(s) with element &amp;lt;code&amp;gt;str element&amp;lt;/code&amp;gt; up to Tier &amp;lt;code&amp;gt;int tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The amounts you get from your RAM are &amp;lt;code&amp;gt;floor(7 + Log&amp;lt;sub&amp;gt;7.98&amp;lt;/sub&amp;gt;(Ram))&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;floor(1 + (actions / 7))&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;floor(1 + (impulses / 7))&amp;lt;/code&amp;gt; bytes, rounded up. Here is a Desmos Graph that displays it for you https://www.desmos.com/calculator/12aiwozkjj&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||1||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||1||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||1||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||1||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||1&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||3||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||3||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||2&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datatypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3423</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3423"/>
		<updated>2024-04-03T13:36:11Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: fixed winter gift mispelling&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. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''393''' modules available to unlock (as of v0.37.0).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|right|Icon Art of all modules unlockable from Regions in Tower Testing ]]&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, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.&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;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by (80-10*min(tier,5))%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&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;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
|ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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%. ''Why did you go that far?''&lt;br /&gt;
|TIME&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&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 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A&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;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||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;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|ELECTRICITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to air and therefore applies all default strengths and weaknesses of air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 4&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. hp of an enemy upon contact. Goats might jump over enemies without touching them!&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature. Type priority: 5&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others. Type Priority: 8&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|Provides a bonus multiplier to outgoing Earth damage but divides outgoing Water damage by the same amount. Can be toggled to instead divide outgoing Earth damage and multiply outgoing Water damage.&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a 24.9% chance to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others. Type Priority: 2&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| || ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total damage dealt. Damage of Taste modules can not be further amplified.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by half of the amount.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 7&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 seconds against all types of damage when taking air or light damage.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others. Type Priority: 6&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the caster's attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&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;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their energy cost from getting lower than 20% of the Tower's max. energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||?%&lt;br /&gt;
|This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack all units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15sec. radius depends on tier.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|4|| ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|7||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|8||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|'''13'''&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|19||&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#fcff00;&amp;quot;|20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|21&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|22&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|24&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% 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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.29.0, there are '''9''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret &amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3075</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3075"/>
		<updated>2023-08-23T20:25:13Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: reverts the force collapse on modules page&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. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''347''' 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, Special, or Legendary. &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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.&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 mw-collapsible&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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&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;
|250|| ||[[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:Ultimate Module.png|Ultimate|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%. ''Why did you go that far?''&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;
|250||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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Hint: &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&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:Offensive Module.png|Offensive|center|30px]]||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun||Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|Fire||ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher||Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
| ||ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon||Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones||Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
| ||BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun||Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon||Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
| ||COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Legendary Module.png|Legendary|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&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;
|10&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. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&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|| ||Challenge: 2-2||Challenge Completion||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|| ||Challenge: 2-3||Challenge Completion||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||Yes||Challenge: 2-4||Challenge Completion||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]]||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||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]]||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||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]]||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
| ||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
| ||DEBUFF DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or hte current round restarts.&lt;br /&gt;
| ||DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%||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|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%||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|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%||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|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%||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|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%||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|| ||[[Modules#Era|ERA Experiment]]: Fire||4%||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|| ||[[Modules#Era|ERA Experiment]]: Fire||5%||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|| ||[[Modules#Era|ERA Experiment]]: Water||4%||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|| ||[[Modules#Era|ERA Experiment]]: Water||5%||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||[[Modules#Era|ERA Experiment]]: Water||2%||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|| ||[[Modules#Era|ERA Experiment]]: Earth||3%||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|| ||[[Modules#Era|ERA Experiment]]: Earth||2%||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||[[Modules#Era|ERA Experiment]]: Earth||4%||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|| ||[[Modules#Era|ERA Experiment]]: Nature||3%||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;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%||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||[[Modules#Era|ERA Experiment]]: Nature||1%||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|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%||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|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%||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||[[Modules#Era|ERA Experiment]]: Air||2%||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:Defensive Module.png|Defensive|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%||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:Offensive Module.png|Offensive|center|30px]]||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%||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||[[Modules#Era|ERA Experiment]]: Light||2%||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;
|[[Modules#Era|ERA Experiment]]: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%||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|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||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|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%||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||[[Modules#Era|ERA Experiment]]: Universal||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;||Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&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||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
&lt;br /&gt;
||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||{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
&lt;br /&gt;
||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
&lt;br /&gt;
||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||{{Fragment|Defensive}} 500000||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
&lt;br /&gt;
||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||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 10% 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||{{Fragment|Defensive}} 50||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
&lt;br /&gt;
||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
&lt;br /&gt;
||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
&lt;br /&gt;
||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'''|| ||22||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
&lt;br /&gt;
||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
&lt;br /&gt;
||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'''|| ||25||{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
&lt;br /&gt;
||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
&lt;br /&gt;
||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||{{Fragment|Utility}} 300||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||{{Fragment|Defensive}} 125 &lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
&lt;br /&gt;
||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.29.0, there are '''9''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*The Legendary [[File:Legendary Module.png|Legendary|24px]] module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2913</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2913"/>
		<updated>2023-08-07T01:46:16Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: infinity horizion was still old&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|link=Special:FilePath/Purple_resource.png]]&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 and unlocks a new contract.&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;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: 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;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 1.5x Resources&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 2x Resources&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
Bonus: 5x 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. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&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; × 25}} Hz&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||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&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||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||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;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||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;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||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;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||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;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||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;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||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;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||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 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[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. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||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;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||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;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||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;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||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;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||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 era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|placeholder}}|| ||Removes the infinity based limitation of wave horizon and boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||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;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&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 meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other 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;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2714</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2714"/>
		<updated>2023-02-04T07:47:09Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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||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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!How or Base Chance to Unlock!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2713</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2713"/>
		<updated>2023-02-04T07:42:53Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!How or Base Chance to Unlock!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2712</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2712"/>
		<updated>2023-02-04T07:42:04Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!How or Base Chance to Unlock!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a tower testing round.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2711</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2711"/>
		<updated>2023-02-04T07:41:21Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds a hint to Loso&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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Hint: &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;[[Modules#Footnotes|[6]]]||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!How or Base Chance to Unlock!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a tower testing round.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2710</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2710"/>
		<updated>2023-02-04T07:37:04Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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|link=Special:FilePath/Purple_resource.png]]&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 and unlocks a new contract.&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;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: 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;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 1.5x Resources&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 2x Resources&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
Bonus: 5x 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. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&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; × 25}} Hz&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||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&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||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||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;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||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;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||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;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||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;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||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;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||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;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||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 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[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. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||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;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||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;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||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;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||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;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||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 era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||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;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Removes the infinity based limitation of wave horizon and turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&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 meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other 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;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2709</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2709"/>
		<updated>2023-02-04T07:36:07Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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|link=Special:FilePath/Purple_resource.png]]&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 and unlocks a new contract.&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;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: 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;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 1.5x Resources&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 2x Resources&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
Bonus: 5x 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. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&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; × 25}} Hz&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||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&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||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||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;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||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;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||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;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint:[[Headquarters#Footnotes|[1]]] &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||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;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||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;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||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;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||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 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[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. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||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;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||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;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||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;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||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;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||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 era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||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;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Removes the infinity based limitation of wave horizon and turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&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 meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other 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;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2708</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2708"/>
		<updated>2023-02-04T07:35:20Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds a hint to d0s's unlock, and moves the unlock to a footnote&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|link=Special:FilePath/Purple_resource.png]]&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 and unlocks a new contract.&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;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: 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;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 1.5x Resources&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 2x Resources&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
Bonus: 5x 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. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&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; × 25}} Hz&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||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&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||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||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;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||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;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||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;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint:[[Headquarters#Footnotes|[1]]] &amp;lt;spoiler&amp;gt;Crash the AI while debug menu is open&amp;lt;/spoiler&amp;gt;|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||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;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||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;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||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;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||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 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[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. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||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;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||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;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||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;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||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;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||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 era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||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;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Removes the infinity based limitation of wave horizon and turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&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 meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other 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;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2707</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2707"/>
		<updated>2023-02-04T07:27:56Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Changes Era's 'Base Unlock Chance' to 'How or Base Chance to Unlock' to make sense for past changes. Also Changes dice of Fates location to Boss 4, and makes the artifact the how to unlock&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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Secret &amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a tower testing round.&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!How or Base Chance to Unlock!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2706</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2706"/>
		<updated>2023-02-04T07:21:04Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Fixes floof's unlock condition placement, and adds WINCE's and Floof's regions as spoilers&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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Secret &amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a tower testing round.&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!Base Chance!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2705</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2705"/>
		<updated>2023-02-04T07:09:51Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds a hint to WINCE and moves its solution to a footnote so it works like other secret modules&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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Secret &amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a tower testing round.&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!Base Chance!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||R15: [[Chaos]]: Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2694</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2694"/>
		<updated>2022-12-23T01:29:23Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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 '''329''' 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 70%.&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;
|250|| ||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]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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;
|250|| ||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:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Secret &amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a tower testing round.&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&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:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Secret &amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&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;
|250|| ||[[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%. ''Why did you go that far?''&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;
|250|| ||[[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;
|250|| ||[[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;
|250|| ||[[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 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&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;
|100|| ||[[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;
|50|| ||[[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 enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&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]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&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|[2]]]&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|[2]]]&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|[2]]]&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|[2]]]&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]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&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!!Base Chance!!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||2%||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||4%||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||6%||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||3%||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||5%||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||4%||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||5%||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||4%||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||5%||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||2%||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||3%||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||2%||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||4%||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||3%||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||4%||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||1%||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||3%||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||2%||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||2%||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:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||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||1%||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||2%||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;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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||2%||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||2%||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||1%||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||1%||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:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||R15: [[Chaos]]: Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&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, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. 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||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&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||TBA||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||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||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||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% 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||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. 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||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||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'''|| ||25||TBA||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 INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&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, and then changed entirely with the [[Infinity]] 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;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;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;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2557</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2557"/>
		<updated>2022-08-17T16:24:06Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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|link=Special:FilePath/Purple_resource.png]]&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 and unlocks a new contract.&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;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: 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;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 1.5x Resources&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 2x Resources&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
Bonus: 5x 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. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&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; × 25}} Hz&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||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&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||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||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;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||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;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||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;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||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;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||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;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||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;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||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 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[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. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||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;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||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;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||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;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||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;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||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 era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||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;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Removes the infinity based limitation of wave horizon and turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&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 meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other 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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2556</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2556"/>
		<updated>2022-08-17T16:23:10Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: fixes software descriptions, added scientific mostly where it was needed by modernizing numbers, added mt15 software&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|link=Special:FilePath/Purple_resource.png]]&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 and unlocks a new contract.&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;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: 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;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 1.5x Resources&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 2x Resources&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
Bonus: 5x 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. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&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; × 25}} Hz&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||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&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||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||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;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||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;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||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;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||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;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||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;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||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;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||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 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[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. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||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;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||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;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||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;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||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;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||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 era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||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;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to 1B (1e9). With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Removes the infinity based limitation of wave horizon and turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&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 meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other 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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1942</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1942"/>
		<updated>2021-10-14T22:25:01Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds &amp;quot;Infinity Stones: Times Used&amp;quot; Stat&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;
The statistics are:&lt;br /&gt;
&lt;br /&gt;
*'''Time Played''' (Having the game open, not offline)&lt;br /&gt;
*'''Total Gems Collected'''&lt;br /&gt;
*'''Total Resources'''&lt;br /&gt;
*'''Factory: Shards Refined'''&lt;br /&gt;
*'''Factory: Resources Produced'''&lt;br /&gt;
*'''Power Plant: Total Power Produced'''&lt;br /&gt;
*'''Shipyard: Resources Earned'''&lt;br /&gt;
*'''Arcade: Coins Earned'''&lt;br /&gt;
*'''Artifacts Researched'''&lt;br /&gt;
*'''Cylindro Defeated''' (Boss Fight)&lt;br /&gt;
*'''Pyramidas Defeated''' (Boss Fight)&lt;br /&gt;
*'''Cubos Jr. Defeated''' (Boss Fight)&lt;br /&gt;
*'''Dodecai Defeated''' (Boss Fight)&lt;br /&gt;
*'''Perfect Space: Highscore''' (Game in the Arcade)&lt;br /&gt;
*'''Enemies Destroyed'''&lt;br /&gt;
*'''Mine: Layers Generated'''&lt;br /&gt;
*'''Mine: Tiles Uncovered'''&lt;br /&gt;
*'''Trading Post: Total Times Traded'''&lt;br /&gt;
*'''Infinity Stones: Times Used'''&lt;br /&gt;
*'''Modules Unlocked'''&lt;br /&gt;
*'''Challenges Completed'''&lt;br /&gt;
*'''Normal Mode Completed''' (The number of Regions you complete Normal Difficulty in)&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, rarely.&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;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
The Achievements are:&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work''' (Start a round on Chaos without any modules)&lt;br /&gt;
*'''Konami Code''' (Enter the Konami Code in the Arcade)&lt;br /&gt;
*'''Botanist''' (Complete Botany in the Nature Experiment)&lt;br /&gt;
*'''Exotic Producer''' (Craft an Exotic Producer in the Factory)&lt;br /&gt;
*'''You Spin Me Right Round''' (Kill Cylindro during his Slam attack)&lt;br /&gt;
*'''Botanophobia''' (Kill all Vine Monsters before Eyes and Tesla coils)&lt;br /&gt;
*'''Not A Scratch''' (Take no hit on Cubos Jr. Fight)&lt;br /&gt;
*'''Born Under A Lucky Star''' (Don't discard any cards on Dodecai Fight)&lt;br /&gt;
*'''Full Potential''' (Make a Tier 50 Power Stone of every element including universal)&lt;br /&gt;
*'''First Producer''' (Craft a Producer in the Factory)&lt;br /&gt;
*'''T10 Ore''' (Refine T10 Ore in the Factory)&lt;br /&gt;
*'''Earth Tunnel''' (Mine 12,742,000 m in the Mine)&lt;br /&gt;
*'''To Infinity''' (Upgrade a module past Tier 5)&lt;br /&gt;
*'''And So It Begins''' (Combine your first Power Stones)&lt;br /&gt;
*'''Where Did The Sun Go?''' - (Fill the entire powerplant grid up with solar panels and then open the Dyson Sphere)&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;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&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;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue 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;
*'''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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1937</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1937"/>
		<updated>2021-10-10T03:41:49Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Fixed typo&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, 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;
There are currently '''306''' 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&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Nature Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R01: [[Forest]]&lt;br /&gt;
|Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature 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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Light 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 Light 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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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 increas the towers hp-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||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'''&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Shop||100 tokens&lt;br /&gt;
1000 [[File:Pink resource.png|frameless|22x22px]]&lt;br /&gt;
|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'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Shop||100 tokens&lt;br /&gt;
1000 [[File:Pink resource.png|frameless|22x22px]]&lt;br /&gt;
|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'''&lt;br /&gt;
|5|| ||[[Arcade]]: Shop||100 tokens&lt;br /&gt;
1000 [[File:Pink resource.png|frameless|22x22px]]&lt;br /&gt;
|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'''&lt;br /&gt;
|5|| ||[[Arcade]]: Shop||100 tokens&lt;br /&gt;
1000 [[File:Pink resource.png|frameless|22x22px]]&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Reward||100 tokens&lt;br /&gt;
1000 [[File:Pink resource.png|frameless|22x22px]]&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;
|-&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 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:Utility Module.png|Utility|center|30px]]&lt;br /&gt;
|'''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;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]&lt;br /&gt;
|'''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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''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;
|-&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;
|-&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;
|-&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;
|-&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 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'''&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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]&lt;br /&gt;
|'''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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''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;
|-&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;
|-&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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||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'''&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;
|-&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;
|}&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&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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 bonsues and is applied independently from the %-based amount.&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||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'''&lt;br /&gt;
|5||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'''&lt;br /&gt;
|5||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;
|5&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'''&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;
|-&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;
|-&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;
|-&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;
|}&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||{{number|100e27}}||Deals 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;
|-&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;
|-&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;
|-&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;
|}&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;
*the &amp;quot;Nature's Touch&amp;quot; module is the only module with punctuation in its name&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework.&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;
&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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1917</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1917"/>
		<updated>2021-09-19T08:06:01Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds &amp;quot;Where Did The Sun Go?&amp;quot;&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;
The statistics are:&lt;br /&gt;
&lt;br /&gt;
*'''Time Played''' (Having the game open, not offline)&lt;br /&gt;
*'''Total Gems Collected'''&lt;br /&gt;
*'''Total Resources'''&lt;br /&gt;
*'''Factory: Shards Refined'''&lt;br /&gt;
*'''Factory: Resources Produced'''&lt;br /&gt;
*'''Power Plant: Total Power Produced'''&lt;br /&gt;
*'''Shipyard: Resources Earned'''&lt;br /&gt;
*'''Artifacts Researched'''&lt;br /&gt;
*'''Arcade: Coins Earned'''&lt;br /&gt;
*'''Cylindro Defeated''' (Boss Fight)&lt;br /&gt;
*'''Pyramidas Defeated''' (Boss Fight)&lt;br /&gt;
*'''Cubos Jr. Defeated''' (Boss Fight)&lt;br /&gt;
*'''Dodecai Defeated''' (Boss Fight)&lt;br /&gt;
*'''Perfect Space: Highscore''' (Game in the Arcade)&lt;br /&gt;
*'''Enemies Destroyed'''&lt;br /&gt;
*'''Mine: Layers Generated'''&lt;br /&gt;
*'''Mine: Tiles Uncovered'''&lt;br /&gt;
*'''Trading Post: Total Times Traded'''&lt;br /&gt;
*'''Modules Unlocked'''&lt;br /&gt;
*'''Challenges Completed'''&lt;br /&gt;
*'''Normal Mode Completed''' (The number of Regions you complete Normal Difficulty in)&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, rarely.&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;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
The Achievements are:&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work''' (Start a round on Chaos without any module)&lt;br /&gt;
*'''Konami Code''' (Enter the Konami Code in the Arcade)&lt;br /&gt;
*'''Botanist''' (Complete Botany in the Nature Experiment)&lt;br /&gt;
*'''Exotic Producer''' (Craft an Exotic Producer in the Factory)&lt;br /&gt;
*'''You Spin Me Right Round''' (Kill Cylindro during his Slam attack)&lt;br /&gt;
*'''Botanophobia''' (Kill all Vine Monsters before Eyes and Tesla coils)&lt;br /&gt;
*'''Not A Scratch''' (Take no hit on Cubos Jr. Fight)&lt;br /&gt;
*'''Born Under A Lucky Star''' (Don't discard any cards on Dodecai Fight)&lt;br /&gt;
*'''Full Potential''' (Make a Tier 50 Power Stone)&lt;br /&gt;
*'''First Producer''' (Craft a Producer in the Factory)&lt;br /&gt;
*'''T10 Ore''' (Refine T10 Ore in the Factory)&lt;br /&gt;
*'''Earth Tunnel''' (Mine 12,742,000 m in the Mine)&lt;br /&gt;
*'''To Infinity''' (Upgrade a module past T5)&lt;br /&gt;
*'''And So It Begins''' (Combine your first Power Stones)&lt;br /&gt;
*'''Where Did The Sun Go?''' - (fill the entire powerplant grid up with solar panels and then open the Dyson Sphere)&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;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&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;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue 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;
*'''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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1910</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1910"/>
		<updated>2021-09-19T07:53:45Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: +Artifacts Researched&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;
The statistics are:&lt;br /&gt;
&lt;br /&gt;
*'''Time Played''' (Having the game open, not offline)&lt;br /&gt;
*'''Total Gems Collected'''&lt;br /&gt;
*'''Total Resources'''&lt;br /&gt;
*'''Factory: Shards Refined'''&lt;br /&gt;
*'''Factory: Resources Produced'''&lt;br /&gt;
*'''Power Plant: Total Power Produced'''&lt;br /&gt;
*'''Shipyard: Resources Earned'''&lt;br /&gt;
*'''Artifacts Researched'''&lt;br /&gt;
*'''Arcade: Coins Earned'''&lt;br /&gt;
*'''Cylindro Defeated''' (Boss Fight)&lt;br /&gt;
*'''Pyramidas Defeated''' (Boss Fight)&lt;br /&gt;
*'''Cubos Jr. Defeated''' (Boss Fight)&lt;br /&gt;
*'''Dodecai Defeated''' (Boss Fight)&lt;br /&gt;
*'''Perfect Space: Highscore''' (Game in the Arcade)&lt;br /&gt;
*'''Enemies Destroyed'''&lt;br /&gt;
*'''Mine: Layers Generated'''&lt;br /&gt;
*'''Mine: Tiles Uncovered'''&lt;br /&gt;
*'''Trading Post: Total Times Traded'''&lt;br /&gt;
*'''Modules Unlocked'''&lt;br /&gt;
*'''Challenges Completed'''&lt;br /&gt;
*'''Normal Mode Completed''' (The number of Regions you complete Normal Difficulty in)&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, rarely.&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;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
The Achievements are:&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work''' (Start a round on Chaos without any module)&lt;br /&gt;
*'''Konami Code''' (Enter the Konami Code in the Arcade)&lt;br /&gt;
*'''Botanist''' (Complete Botany in the Nature Experiment)&lt;br /&gt;
*'''Exotic Producer''' (Craft an Exotic Producer in the Factory)&lt;br /&gt;
*'''You Spin Me Right Round''' (Kill Cylindro during his Slam attack)&lt;br /&gt;
*'''Botanophobia''' (Kill all Vine Monsters before Eyes and Tesla coils)&lt;br /&gt;
*'''Not A Scratch''' (Take no hit on Cubos Jr. Fight)&lt;br /&gt;
*'''Born Under A Lucky Star''' (Don't discard any cards on Dodecai Fight)&lt;br /&gt;
*'''Full Potential''' (Make a Tier 50 Power Stone)&lt;br /&gt;
*'''First Producer''' (Craft a Producer in the Factory)&lt;br /&gt;
*'''T10 Ore''' (Refine T10 Ore in the Factory)&lt;br /&gt;
*'''Earth Tunnel''' (Mine 12,742,000 m in the Mine)&lt;br /&gt;
*'''To Infinity''' (Upgrade a module past T5)&lt;br /&gt;
*'''And So It Begins''' (Combine your first Power Stones)&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;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&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;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue 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;
*'''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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1908</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=1908"/>
		<updated>2021-09-19T07:50:53Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds &amp;quot;Factory: Resources Produced&amp;quot;&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;
The statistics are:&lt;br /&gt;
&lt;br /&gt;
*'''Time Played''' (Having the game open, not offline)&lt;br /&gt;
*'''Total Gems Collected'''&lt;br /&gt;
*'''Total Resources'''&lt;br /&gt;
*'''Factory: Shards Refined'''&lt;br /&gt;
*'''Factory: Resources Produced'''&lt;br /&gt;
*'''Power Plant: Total Power Produced'''&lt;br /&gt;
*'''Shipyard: Resources Earned'''&lt;br /&gt;
*'''Arcade: Coins Earned'''&lt;br /&gt;
*'''Cylindro Defeated''' (Boss Fight)&lt;br /&gt;
*'''Pyramidas Defeated''' (Boss Fight)&lt;br /&gt;
*'''Cubos Jr. Defeated''' (Boss Fight)&lt;br /&gt;
*'''Dodecai Defeated''' (Boss Fight)&lt;br /&gt;
*'''Perfect Space: Highscore''' (Game in the Arcade)&lt;br /&gt;
*'''Enemies Destroyed'''&lt;br /&gt;
*'''Mine: Layers Generated'''&lt;br /&gt;
*'''Mine: Tiles Uncovered'''&lt;br /&gt;
*'''Trading Post: Total Times Traded'''&lt;br /&gt;
*'''Modules Unlocked'''&lt;br /&gt;
*'''Challenges Completed'''&lt;br /&gt;
*'''Normal Mode Completed''' (The number of Regions you complete Normal Difficulty in)&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, rarely.&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;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
The Achievements are:&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work''' (Start a round on Chaos without any module)&lt;br /&gt;
*'''Konami Code''' (Enter the Konami Code in the Arcade)&lt;br /&gt;
*'''Botanist''' (Complete Botany in the Nature Experiment)&lt;br /&gt;
*'''Exotic Producer''' (Craft an Exotic Producer in the Factory)&lt;br /&gt;
*'''You Spin Me Right Round''' (Kill Cylindro during his Slam attack)&lt;br /&gt;
*'''Botanophobia''' (Kill all Vine Monsters before Eyes and Tesla coils)&lt;br /&gt;
*'''Not A Scratch''' (Take no hit on Cubos Jr. Fight)&lt;br /&gt;
*'''Born Under A Lucky Star''' (Don't discard any cards on Dodecai Fight)&lt;br /&gt;
*'''Full Potential''' (Make a Tier 50 Power Stone)&lt;br /&gt;
*'''First Producer''' (Craft a Producer in the Factory)&lt;br /&gt;
*'''T10 Ore''' (Refine T10 Ore in the Factory)&lt;br /&gt;
*'''Earth Tunnel''' (Mine 12,742,000 m in the Mine)&lt;br /&gt;
*'''To Infinity''' (Upgrade a module past T5)&lt;br /&gt;
*'''And So It Begins''' (Combine your first Power Stones)&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;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&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;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue 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;
*'''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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1902</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1902"/>
		<updated>2021-09-19T07:22:13Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: CHANGES ROCKS TO ASTEROIDS, VERY IMPORTANT CHANGE HERE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Universe.png&lt;br /&gt;
|lanes=5&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=7.14e12&lt;br /&gt;
|medium=1.84e13&lt;br /&gt;
|hard=2.98e14&lt;br /&gt;
|insane=2.57e16&lt;br /&gt;
|nightmare=1.09e20&lt;br /&gt;
|impossible=5.19e29&lt;br /&gt;
}}&lt;br /&gt;
'''Universe''' is the fourteenth region in the game, unlocked after completing wave 100 on [[Heaven]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Chaos]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Fire Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''||Random 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town%20Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:3 Different Looking Asteroids&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1901</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1901"/>
		<updated>2021-09-19T07:19:55Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds Town Assets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Universe.png&lt;br /&gt;
|lanes=5&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=7.14e12&lt;br /&gt;
|medium=1.84e13&lt;br /&gt;
|hard=2.98e14&lt;br /&gt;
|insane=2.57e16&lt;br /&gt;
|nightmare=1.09e20&lt;br /&gt;
|impossible=5.19e29&lt;br /&gt;
}}&lt;br /&gt;
'''Universe''' is the fourteenth region in the game, unlocked after completing wave 100 on [[Heaven]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Chaos]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Fire Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''||Random 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town%20Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
: 3 Different Looking Rocks&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1900</id>
		<title>Heaven</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1900"/>
		<updated>2021-09-19T07:18:43Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Heaven.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Nature}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|easy=5.23e11&lt;br /&gt;
|medium=1.16e12&lt;br /&gt;
|hard=1.19e13&lt;br /&gt;
|insane=4.93e14&lt;br /&gt;
|nightmare=5.34e17&lt;br /&gt;
|impossible=6.61e25&lt;br /&gt;
}}&lt;br /&gt;
'''Heaven''' is the thirteenth region in the game, unlocked after completing wave 100 on [[Dark Realm]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Universe]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Anti-Light Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town%20Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
: Pillar&lt;br /&gt;
: Gate&lt;br /&gt;
: Fence&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1899</id>
		<title>Heaven</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1899"/>
		<updated>2021-09-19T07:18:16Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Added Town Assets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Heaven.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Nature}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|easy=5.23e11&lt;br /&gt;
|medium=1.16e12&lt;br /&gt;
|hard=1.19e13&lt;br /&gt;
|insane=4.93e14&lt;br /&gt;
|nightmare=5.34e17&lt;br /&gt;
|impossible=6.61e25&lt;br /&gt;
}}&lt;br /&gt;
'''Heaven''' is the thirteenth region in the game, unlocked after completing wave 100 on [[Dark Realm]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Universe]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Anti-Light Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{#spoiler:spoiler_text}}The following [[Town#Town%20Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
: Pillar&lt;br /&gt;
: Gate&lt;br /&gt;
: Fence&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Ocean&amp;diff=1897</id>
		<title>Ocean</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Ocean&amp;diff=1897"/>
		<updated>2021-09-19T07:15:35Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Ocean.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|easy=3.87e9&lt;br /&gt;
|medium=7.53e9&lt;br /&gt;
|hard=5.32e10&lt;br /&gt;
|insane=1.21e12&lt;br /&gt;
|nightmare=4.29e14&lt;br /&gt;
|impossible=2.73e21&lt;br /&gt;
}}&lt;br /&gt;
'''Ocean''' is the tenth region in the game, unlocked after completing wave 100 on the [[Beach]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Neutral]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Ice Shards'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''||Random 1%&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''||Random 1%&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''||Random 0.8%&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;
:Rock&lt;br /&gt;
:Pillar&lt;br /&gt;
:Arch&lt;br /&gt;
{{#spoiler:Broken Sword}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Metallic_Ruins&amp;diff=1896</id>
		<title>Metallic Ruins</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Metallic_Ruins&amp;diff=1896"/>
		<updated>2021-09-19T07:09:37Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds Town Assets, no images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Metallic Ruins.png&lt;br /&gt;
|lanes=7&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=1.31e8&lt;br /&gt;
|medium=2.39e8&lt;br /&gt;
|hard=1.4e9&lt;br /&gt;
|insane=2.37e10&lt;br /&gt;
|nightmare=5.02e12&lt;br /&gt;
|impossible=1.06e19&lt;br /&gt;
}}&lt;br /&gt;
'''Metallic Ruins''' is the eighth region in the game, unlocked after completing wave 100 on [[Jungle]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Beach]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Sparks'''||Random 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''||Random 1%&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;
:Gear&lt;br /&gt;
:Claw&lt;br /&gt;
:Smoking Pipe (Has Smoke Particles)&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Jungle&amp;diff=1895</id>
		<title>Jungle</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Jungle&amp;diff=1895"/>
		<updated>2021-09-19T07:07:45Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Town Assets, no images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = Jungle.png&lt;br /&gt;
| lanes = 4&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}}&lt;br /&gt;
| easy = 3.81e+07&lt;br /&gt;
| medium = 6.92e+07&lt;br /&gt;
| hard = 3.99e+08&lt;br /&gt;
| insane = 6.72e+09&lt;br /&gt;
| nightmare = 1.53e+12&lt;br /&gt;
| impossible = 4.79e+18&lt;br /&gt;
}}&lt;br /&gt;
The '''Jungle''' is the seventh region in the game, unlocked after completing wave 100 on [[High Mountain]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Metallic Ruins]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Lifeleech'''||Random 1.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''||Random 1%&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;
:Jungle Tree&lt;br /&gt;
:Jungle Bush&lt;br /&gt;
:Jungle Tree Stump&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=High_Mountain&amp;diff=1894</id>
		<title>High Mountain</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=High_Mountain&amp;diff=1894"/>
		<updated>2021-09-19T07:06:07Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Town Assets, no images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = High Mountain.png&lt;br /&gt;
| lanes = 5&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Light}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
| easy = 1.74e+06&lt;br /&gt;
| medium = 3.14e+06&lt;br /&gt;
| hard = 1.82e+07&lt;br /&gt;
| insane = 3.91e+08&lt;br /&gt;
| nightmare = 2.35e+11&lt;br /&gt;
| impossible = 1.61e+18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''High Mountain''' is the sixth region in the game, unlocked after completing wave 100 on [[Volcano]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Jungle]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Divine Blessing'''||Random 0.15%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''||Random 0.5%&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;
:Fence&lt;br /&gt;
:Fence Gate / Broken Fence&lt;br /&gt;
:Snowy Rock&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1891</id>
		<title>Heaven</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1891"/>
		<updated>2021-09-19T06:59:25Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Fixes Anti-Crits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Heaven.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Nature}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|easy=5.23e11&lt;br /&gt;
|medium=1.16e12&lt;br /&gt;
|hard=1.19e13&lt;br /&gt;
|insane=4.93e14&lt;br /&gt;
|nightmare=5.34e17&lt;br /&gt;
|impossible=6.61e25&lt;br /&gt;
}}&lt;br /&gt;
'''Heaven''' is the thirteenth region in the game, unlocked after completing wave 100 on [[Dark Realm]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Universe]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Anti-Light Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1890</id>
		<title>Dark Realm</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1890"/>
		<updated>2021-09-19T06:58:03Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Fixes Anti-Crits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Dark Realm.png&lt;br /&gt;
|lanes=9&lt;br /&gt;
|enemies={{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=8.56e10&lt;br /&gt;
|medium=1.8e11&lt;br /&gt;
|hard=1.6e12&lt;br /&gt;
|insane=5.28e13&lt;br /&gt;
|nightmare=3.72e16&lt;br /&gt;
|impossible=1.46e24&lt;br /&gt;
}}&lt;br /&gt;
'''Dark Realm''' is the twelfth region in the game, unlocked after completing wave 100 on [[Neutral]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Heaven]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&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]]||'''Anti-Darkness Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
&lt;br /&gt;
*Dark House&lt;br /&gt;
*Dark Tree&lt;br /&gt;
*Dark Rock&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter&amp;diff=1888</id>
		<title>Winter</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter&amp;diff=1888"/>
		<updated>2021-09-19T06:51:43Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds Crits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Winter.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=2877&lt;br /&gt;
|medium=21852&lt;br /&gt;
|hard=419964&lt;br /&gt;
|insane=3.426E+07&lt;br /&gt;
|nightmare=2.854E+10&lt;br /&gt;
|impossible=5.237E+16&lt;br /&gt;
}}&lt;br /&gt;
'''Winter''' is the third region in the game, unlocked after completing wave 100 on [[Desert]]. &lt;br /&gt;
The region consists of 4 lanes that enemies may spawn from.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Underground]] region.&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]]||'''Basic Shield'''||Wave {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''||Random 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth / Water / Darkness Crit'''&lt;br /&gt;
|Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''||Random 1.2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''||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:Winter tree town asset.png|40px|Winter tree|link=Special:FilePath/Winter_tree_town_asset.png]] Winter tree&lt;br /&gt;
:[[File:Snowman town asset.png|40px|Snowman|link=Special:FilePath/Snowman_town_asset.png]] Snowman&lt;br /&gt;
:[[File:Winter rock town asset.png|40px|Winter rock|link=Special:FilePath/Winter_rock_town_asset.png]] Winter rock&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1887</id>
		<title>Desert</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1887"/>
		<updated>2021-09-19T06:49:46Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds Crits&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;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Light / Air/ Electricity / Fire Crit'''&lt;br /&gt;
|Random 1%&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]] Sand rock 3&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1886</id>
		<title>Forest</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1886"/>
		<updated>2021-09-19T06:47:38Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: &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]]&lt;br /&gt;
|'''Nature Crit'''&lt;br /&gt;
|Random 2%&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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1885</id>
		<title>Forest</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Forest&amp;diff=1885"/>
		<updated>2021-09-19T06:47:03Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds Nature Crit&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]]&lt;br /&gt;
|Nature Crit&lt;br /&gt;
|Random 2%&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>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1884</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1884"/>
		<updated>2021-09-19T06:42:32Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Fixes two I missed of the changes before this, also clarifies double empties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of recommended scripts, see [[AI Scripts Guide]].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the global variable &amp;quot;[EmptyX]&amp;quot; to contain the value [x.0 or if x has a decimal uses that instead] / [x] / string &amp;quot;[EmptyY]&amp;quot;.&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name &amp;quot;Empty&amp;quot;.&lt;br /&gt;
*Local: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the local variable &amp;quot;[EmptyX]&amp;quot; to contain the value [x.0 or if x has a decimal uses that instead] / [x] / string &amp;quot;[EmptyY]&amp;quot;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;quot;[Empty]&amp;quot;.&lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot [x] where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot [x] where slot 1 refers to the module at the very top of the skill menu at an offset of (X:[x], Y:[y])&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the [[Tower Testing]] window if True is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: [x] and Y: [y] of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position [x]. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position [x] where 1 represents the first cluster in the list.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;quot;[Item]&amp;quot; (T[X]) a total of [y.0 or if y has a decimal uses that instead] times by using only items inside the main inventory. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into machine Oven. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: [x] and Y: [y] and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position [x] in the list of offers (first offer is at position 0) using [y.0 or if y has a decimal uses that instead] (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Fill Inventory&lt;br /&gt;
**Sets the Fill Inventory button to the [T/F] state.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine [[Power Stones]] with the usual combine rules up to Tier [x] (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute [[Power Stones]]&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot;&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot; up to Tier 1.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a [[Power Stones|Power Stone]] from [place] in slot [x] to [place]&lt;br /&gt;
*Museum: Delete&lt;br /&gt;
**Delete [[Power Stones|Power Stone]] from Inventory in Slot [x].&lt;br /&gt;
*Museum: Delete All&lt;br /&gt;
**Delete all [[Power Stones]] from Inventory.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The RAM requirement is &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;actions-7&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; bytes, rounded up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||1||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||1||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||1||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||1||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||1&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||3||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||3||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||2&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datetypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1883</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1883"/>
		<updated>2021-09-19T06:37:43Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Adds, Tower: Use (Position), Mine: Delete Cluster. Removes some weird stuff after the first trading post command. Makes all editable varibles show as editible varibles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of recommended scripts, see [[AI Scripts Guide]].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the global variable &amp;quot;Empty&amp;quot; to contain the value 0.0 / 0 / string &amp;quot;Empty&amp;quot;.&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name &amp;quot;Empty&amp;quot;.&lt;br /&gt;
*Local: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the local variable &amp;quot;[Empty]&amp;quot; to contain the value [x.0 or if x has a decimal uses that instead] / [x] / string &amp;quot;[Empty]&amp;quot;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;quot;[Empty]&amp;quot;.&lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot [x] where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot [x] where slot 1 refers to the module at the very top of the skill menu at an offset of (X:[x], Y:[y])&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the [[Tower Testing]] window if True is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: [x] and Y: [y] of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position [x]. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position [x] where 1 represents the first cluster in the list.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;quot;[Item]&amp;quot; (T[X]) a total of [y.0 or if y has a decimal uses that instead] times by using only items inside the main inventory. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into machine Oven. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: [x] and Y: [y] and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position [x] in the list of offers (first offer is at position 0) using [y.0 or if y has a decimal uses that instead] (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Fill Inventory&lt;br /&gt;
**Sets the Fill Inventory button to the [T/F] state.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine [[Power Stones]] with the usual combine rules up to Tier [x] (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute [[Power Stones]]&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot;&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot; up to Tier 1.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a [[Power Stones|Power Stone]] from [place] in slot [x] to [place]&lt;br /&gt;
*Museum: Delete&lt;br /&gt;
**Delete [[Power Stones|Power Stone]] from Inventory in Slot [x].&lt;br /&gt;
*Museum: Delete All&lt;br /&gt;
**Delete all [[Power Stones]] from Inventory.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The RAM requirement is &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;actions-7&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; bytes, rounded up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||1||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||1||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||1||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||1||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||1&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||3||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||3||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||2&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datetypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=1878</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=1878"/>
		<updated>2021-09-19T05:59:36Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Removed the nonexistant low gfx button from the idle mode section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound2.png|thumb|The new round Screen]]&lt;br /&gt;
'''Tower Testing''' is the [[wikipedia:Compulsion_loop|core loop]] of the game. This is where you test the strength of your tower against a variety of [[enemies]]. &lt;br /&gt;
&lt;br /&gt;
You'll only be able to say that you created the perfect tower if it can withstand any attacking force in any scenario imaginable. &lt;br /&gt;
&lt;br /&gt;
Therefore, you have to test your tower in different [[regions]] against waves of different enemy types.&lt;br /&gt;
&lt;br /&gt;
The tower gains experience by destroying attackers, with which modules installed inside the tower can be upgraded. &lt;br /&gt;
&lt;br /&gt;
The tower used for the test will be replaced by a new one at the end of the test (round), and all experience won will be lost. But don't worry! &lt;br /&gt;
&lt;br /&gt;
Testing also provides resources to unlock and upgrade modules in your [[town]]. &lt;br /&gt;
&lt;br /&gt;
As soon as you build a workshop you will also have the option to change the blueprint for your tower and the installed modules.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Loop==&lt;br /&gt;
[[File:Foresteasy.png|alt=|thumb|The core gameplay loop.]]&lt;br /&gt;
When you start a new round enemies will start approaching and attacking you from fixed locations. &lt;br /&gt;
&lt;br /&gt;
Your tower will automatically retaliate against the attackers based on the [[modules]] installed in it.&lt;br /&gt;
&lt;br /&gt;
Each time you destroy an enemy they will reward town resources and xp. &lt;br /&gt;
&lt;br /&gt;
It is important to invest your xp to upgrade modules on the left side of the screen.&lt;br /&gt;
&lt;br /&gt;
Eventually your tower will break and the round will be lost. (''Nobody can start out perfect.'') &lt;br /&gt;
&lt;br /&gt;
Losing is part of the process of getting stronger. Now that you have gained some town resource you can upgrade the your modules inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
For each round played you also gain some [[town]] xp. &lt;br /&gt;
&lt;br /&gt;
When you reach a certain amount of xp your town will level up and you get a skillpoint which you can use to purchase skills that improve building's functionality.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
There are two ways of upgrading your modules:&lt;br /&gt;
&lt;br /&gt;
===In Game===&lt;br /&gt;
You gain xp for destroying enemies that can be used to improve your modules during that round.&lt;br /&gt;
After a round is completed all modules reset back to the state they were in before the round was started.&lt;br /&gt;
&lt;br /&gt;
===In Workshop===&lt;br /&gt;
Modules can be permanently upgraded inside the [[workshop]]. &lt;br /&gt;
&lt;br /&gt;
This means that they start with a higher level when you start a new round.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
Your tower needs to work in any environment and that's why you need to test the strength of your tower in different [[regions]].&amp;lt;br /&amp;gt;[[File:RegionInfoExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
When you select a region, you will see a infographic displayed like the one above.  &lt;br /&gt;
&lt;br /&gt;
The percentage in the top left represents enemy difficulty. The square in the top right represents your highest wave.&lt;br /&gt;
&lt;br /&gt;
Lastly the bar on the bottom represents the [[Elements|elemental]] properties of the enemies you will encounter.&lt;br /&gt;
&lt;br /&gt;
[[File:Elements.png|frameless|x80px]]&lt;br /&gt;
&lt;br /&gt;
The region can be changed by clicking on the map preview seen below:&lt;br /&gt;
&lt;br /&gt;
[[File:ForestPreviewExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Notice it says Region 1, there are 15 regions in total for you to unlock and test your tower in.&lt;br /&gt;
&lt;br /&gt;
To unlock a new region, you need to beat the previous region in Easy Difficulty in Normal Mode.&lt;br /&gt;
&lt;br /&gt;
Each region has a variable amount of paths (in the above picture, there are 4 paths) and enemy types, and in the future they will have special rules and effects, secrets and unlockable assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules. The amount of modules that remain uncollected is represented by the module icon [[File:Module.png|frameless|25x25px]] in the top left of the map preview.&lt;br /&gt;
&lt;br /&gt;
An effort should be made to collect these as they will increase your power and give you options for making better [[Workshop#Blueprint|Blueprints]]. &lt;br /&gt;
&lt;br /&gt;
Unlocking regions, collecting and upgrading modules will allow you to soft prestige. Soft prestige is done in the Military tab inside of the [[Headquarters|headquarters]] building.&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
===Normal===&lt;br /&gt;
The normal mode allows you to test your tower against the environment in the given region. &lt;br /&gt;
&lt;br /&gt;
Once you complete 100 waves in this mode, you unlock the Challenge, Endless and Idle Mode for the given area as well as the normal mode for the next region. You also unlock the next Difficulty for the given region.&lt;br /&gt;
&lt;br /&gt;
===Endless===&lt;br /&gt;
Same rules as the normal mode except there is no wave cap.&lt;br /&gt;
&lt;br /&gt;
===Challenge===&lt;br /&gt;
Each region have 6 &amp;quot;Level&amp;quot; of challenges, having a special set of rules/restrictions that make the game harder to beat. Each level requires the player to reach a certain wave. Upon completing the Level, rewards are given to the player.&lt;br /&gt;
&lt;br /&gt;
''(In the game current state, challenge mode is playable in the first two region. You can unlock this mode in any other region but there will have no challenges available.)''&lt;br /&gt;
&lt;br /&gt;
===Idle===&lt;br /&gt;
Measure your tower against 100 waves of enemies in Normal Mode or 60 seconds in Endless Mode to calculate your idle factor.&lt;br /&gt;
&lt;br /&gt;
===Sandbox===&lt;br /&gt;
Sandbox can currently be unlocked on any region by beating the Impossible Difficulty in Normal Mode.&lt;br /&gt;
&lt;br /&gt;
[[File:RegionInfoExample.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Currently sandbox mode has 2 customizable gameplay options.&lt;br /&gt;
&lt;br /&gt;
#The HP/damage scaling can be changed to match any difficulty on that region.&lt;br /&gt;
#Clicking on the elements will toggle which elements enemies can spawn as, if no elements are selected, then by default every element will be enabled.&lt;br /&gt;
&lt;br /&gt;
Sandbox mode has many more planned features that will be added in future releases of the game.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
The difficulties control the rewards, and the strength of enemies.&lt;br /&gt;
&lt;br /&gt;
Each difficulty has to be unlocked by beating the previous tier of difficulty, difficulty options have to be separately unlocked for each region.&lt;br /&gt;
&lt;br /&gt;
Elemental resistances are increased in the higher difficulties.&lt;br /&gt;
&lt;br /&gt;
On impossible, universal cubes and the remaining elemental cubes are added regardless of enemy composition.&lt;br /&gt;
&lt;br /&gt;
In the future, the difficulty might also influence certain rules regarding the gameplay or the environmental effects and bonuses.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Blueturbo47</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=1877</id>
		<title>Skills (Upgrade)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=1877"/>
		<updated>2021-09-19T05:47:53Z</updated>

		<summary type="html">&lt;p&gt;Blueturbo47: Added &amp;quot;Advanced Navigation&amp;quot; and &amp;quot;Reforge&amp;quot;&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;
*'''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;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&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;
None&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
None&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;
*'''Reforge''' - Grants the workshop the ability to downgrade module tiers by using gems&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;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&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;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&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;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&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>Blueturbo47</name></author>
		
	</entry>
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