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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Budeboy</id>
	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-05-12T02:27:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=3730</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=3730"/>
		<updated>2025-02-08T03:18:14Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound3.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 and can be used for other upgrades after you progress further into the game.&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. (Image is a bit wonky for now) &lt;br /&gt;
&lt;br /&gt;
The percentage in the top represents the amount of enemy hp at wave 100 compared to forest easy (2x hp at wave 100 being 200%). The wave icon in the bottom represents your highest wave. A check shows that you have beaten that region difficulty. &lt;br /&gt;
&lt;br /&gt;
Lastly the bar in the below image represents the [[Elements|elements]] the enemies can be.&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 or by clicking the arrows to go to next/previous region:&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;
Beating a region on Easy Difficulty Normal Mode will unlock easy difficulty on the next region, medium difficulty on the current region, and unlock 3 new town assets &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 there may be special rules and effects, secrets and more assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules and a few modules that drop at set waves. 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. With the treasure map exotic skill from workshop you can click on the module icon to see chances as well&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;
{{See also|Challenge Mode}}&lt;br /&gt;
&lt;br /&gt;
Each region has 6 challenge levels, each having a special set of rules/restrictions that makes a round 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;
There is also a hardmode for challenges that has a doubled wave cap and disables all town boosts, if you beat it you get a skill point.&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. Your idle factor is equal to the highest average resources/s from any run you have done on any region and difficulty. You can get multiple types of resources at once, though for every extra resource and resource group it will spread the 100% between them. &lt;br /&gt;
&lt;br /&gt;
While in Idle Mode, you gain resources/s equal to your idle factor, without having to test the tower against enemies. You cannot do anything else while doing this.&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:SandboxEnemies.png|thumb]][[File:SandboxTower.png|thumb]]&lt;br /&gt;
[[File:SandboxModules.png|thumb]]&lt;br /&gt;
[[File:SandboxSoftware.png|thumb]]&lt;br /&gt;
[[File:SandboxWaves.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Currently sandbox mode has a few customizable game-play options.&lt;br /&gt;
&lt;br /&gt;
#The HP/damage scaling can be changed.&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;
#You can change which enemy types spawn.&lt;br /&gt;
#You can limit the towers modules and change its stats.&lt;br /&gt;
#You can set a wave cap.&lt;br /&gt;
&lt;br /&gt;
Sandbox mode has many more planned features that will be added in future versions 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;
Number of enemies per lane per wave also increase based on difficulty. 4 on easy, 6 on medium and hard, 8 on insane, 9 on nightmare, and 10 on impossible.&lt;br /&gt;
&lt;br /&gt;
On impossible, every element spawns regardless of what normally spawns in the region and every element has equal chance of showing up. This makes some regions easier on impossible since less enemies will be universal.&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>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=3729</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=3729"/>
		<updated>2025-02-08T03:15:01Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: fixed a typo i made 4 years ago&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 and can be used for other upgrades after you progress further into the game.&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 the amount of enemy hp at wave 100 compared to forest easy (2x hp at wave 100 being 200%). 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|elements]] the enemies can be.&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 or by clicking the arrows to go to next/previous region:&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;
Beating a region on Easy Difficulty Normal Mode will unlock easy difficulty on the next region, medium difficulty on the current region, and unlock 3 new town assets &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 there may be special rules and effects, secrets and more assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules and a few modules that drop at set waves. 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. Your idle factor is equal to the highest average resources/s from any run you have done on that region and difficulty&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 game-play 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 versions 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, every element spawns regardless of what normally spawns in the region and every element has equal chance of showing up. This makes some regions easier on impossible since less enemies will be universal.&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>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Budeboy&amp;diff=3425</id>
		<title>User:Budeboy</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Budeboy&amp;diff=3425"/>
		<updated>2024-04-04T20:32:51Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: Created page with &amp;quot;I play this game a bit too much.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play this game a bit too much.&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=3424</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=3424"/>
		<updated>2024-04-04T20:31:44Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: resources aren't called cubes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Shipyard.png|Color=Spring Green|ColorCode=#00E77F}}&lt;br /&gt;
[[File:Cyan resource.png|left]]&lt;br /&gt;
The '''Shipyard''' is a building where you can send ships out to gather resources.&lt;br /&gt;
[[File:Shipyard2.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Weather==&lt;br /&gt;
Weather is a modifier to the resource gain of your shipments.&lt;br /&gt;
&lt;br /&gt;
Weather changes over time, except when you start a mission, then weather stays the same until you collect the shipment.&lt;br /&gt;
&lt;br /&gt;
The effect of weather is affected by certain upgrades.&lt;br /&gt;
&lt;br /&gt;
If you have bad weather, then it's advisable to wait until the weather changes, or consider restarting a shipment if the weather has improved shortly after it starts.&lt;br /&gt;
&lt;br /&gt;
==Shipments==&lt;br /&gt;
You can send your ship out to gather shipments.&lt;br /&gt;
&lt;br /&gt;
Every time you collect a shipment, your reward bonus is increased by increasing shipment number by 1, which additively increases the reward bonus by your bonus/shipment percentage.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your bonus modifier per shipment, which recalculates you reward bonus by multiplying shipment number by the new percentage bonus. &lt;br /&gt;
&lt;br /&gt;
There are 6 options for shipments&lt;br /&gt;
&lt;br /&gt;
*'''5 minutes:''' White Resources&lt;br /&gt;
*'''15 minutes:''' Orange Resources, Brown Resources, and Red Resources&lt;br /&gt;
*'''60 minutes:''' Green Resources, Blue Resources, and Purple Resources&lt;br /&gt;
*'''4 hours:''' Yellow Resources, Light Blue Resources, and Pink Resources&lt;br /&gt;
*'''8 hours:''' Cyan Resources, Gray Resources, and Black Resources&lt;br /&gt;
*'''24 hours:''' Gems, and Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
==Sea miles==&lt;br /&gt;
As long as your ships are out making shipments, they are gaining sea miles. Unlike shipments, this gain happens continuously, regardless of if the shipment completes.&lt;br /&gt;
&lt;br /&gt;
The formula for sea mile gain is &amp;lt;code&amp;gt;0.0002 / sec. * ShipmentConstant&amp;lt;/code&amp;gt; (which is 1 for 5 min. shipment, 2 for 15 min., 3 for 1 hour, etc.) and the skill raises the shipment constant to the power of 1.2. So with the skill, a 24-hour shipment has a constant of ~8.59, and is that much better than doing 5-min shipments.&lt;br /&gt;
&lt;br /&gt;
Like everything else in the Shipyard, sea mile gain is affected by the [[Power Plant]].&lt;br /&gt;
&lt;br /&gt;
Sea miles earn you the following '''Milestones''': &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Miles!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Freshwaters&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 10%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Third Mate&lt;br /&gt;
|Unlocks temperature forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Offshore&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 25%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Second Mate&lt;br /&gt;
|Unlocks wind forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Dead Sea&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 30%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|100||Engineers Island||Increases production from resource producers in the factory (excluding gem and exotic gems) by 1% per shipment.&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|First Mate&lt;br /&gt;
|Unlocks humidity forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|250||High Seas&lt;br /&gt;
|Multiplies resource rewards from shipments (excluding gems and exotic gems) with your town level.&lt;br /&gt;
|-&lt;br /&gt;
|500&lt;br /&gt;
|Cave Islands&lt;br /&gt;
|Increases all mining resource rewards (town resources, shards and gems) by 1% per sea mile.&lt;br /&gt;
|-&lt;br /&gt;
|1250&lt;br /&gt;
|Atlantic Ocean&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 100%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|5000&lt;br /&gt;
|Pacific Ocean&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 200%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|15000&lt;br /&gt;
|Sea Bear&lt;br /&gt;
|Increases resource drops from enemies during tower testing by 1% per sea mile.&lt;br /&gt;
|-&lt;br /&gt;
|27500&lt;br /&gt;
|Atlantis&lt;br /&gt;
|Each shipment increases all mining rewards (town resources, shards and gems) by 100% (additive with itself)&lt;br /&gt;
|-&lt;br /&gt;
|50000&lt;br /&gt;
|Mariana Trench&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 400%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|100000&lt;br /&gt;
|Sea Lion&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 5% per sea mile. (additive with itself)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades can be bought to provide bonus to shipment reward.&lt;br /&gt;
&lt;br /&gt;
===Shipment Rewards Upgrades===&lt;br /&gt;
&lt;br /&gt;
*Improved decks (Max. 400 levels): Increase the reward bonus per shipment by 0.05%.&lt;br /&gt;
&lt;br /&gt;
That means, multiply the resource gain by x(1+0.05%*upgrades*shipments)&lt;br /&gt;
&lt;br /&gt;
===Weather Effects===&lt;br /&gt;
&lt;br /&gt;
*Bigger sails (Max. 100 levels): Increase the weather exponent by 2%.&lt;br /&gt;
*Stronger keel (Max. 50 levels): Increase the weather exponent by 3%.&lt;br /&gt;
*Reinforced hull (Max. 20 levels): Increase the weather exponent by 5%.&lt;br /&gt;
&lt;br /&gt;
Each weather effect upgrades stack additive with itself, but different weather upgrade stack multiplicative.&lt;br /&gt;
&lt;br /&gt;
Note that the power effect also apply to weather debuffs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&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''' - Raises the seamile multiplier to the power of 1.2 for all shipments that take longer than 5 minutes in total to complete.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Armored Cargo Bay''' ({{Number|35|icon=[[File:Exotic gem.png|20px]]}}) - Applies the shipment bonus to exotic gems at a reduced rate of x^0.2 by reinforcing the bulkheads of all ships.&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>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=2492</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=2492"/>
		<updated>2022-05-14T02:39:37Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
[[File:Blue resource.png|left]]&lt;br /&gt;
The '''Workshop''' is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a module opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to level 100 at the base tier, except for certain Modules like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your module will be at the level you upgraded them to in the workshop when you start a new Tower Testing session. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional module tiers are unlocked at higher [[Military Tier|military tiers]] inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module. &lt;br /&gt;
&lt;br /&gt;
Percentage based modules are usually capped at tier 5, additive modules are usually infinite.&lt;br /&gt;
&lt;br /&gt;
There are five categories of modules:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where modules become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Synergy''' - Increases the total damage output of the tower by 1% for each offensive module inside your blueprint (additive to itself, multiplicative to other factors).&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
*'''Reforge''' - Increases the total damage resistance of the tower against any incoming damage type by 1% for each defensive module inside your blueprint (additive to itself).&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
* '''Treasure Map''' - Clicking on the module icon in the top left corner of the region preview displays the drop chances for all remaining modules of the selected region.&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Talk:Main_Page&amp;diff=1905</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Talk:Main_Page&amp;diff=1905"/>
		<updated>2021-09-19T07:34:30Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very good game, yes.&lt;br /&gt;
&lt;br /&gt;
== To-Do List (Checklist) ==&lt;br /&gt;
&lt;br /&gt;
Use this section to log down any things we need to do (add to the wiki or change parts of it).&lt;br /&gt;
Strikethrough or prune when completed.&lt;br /&gt;
* The entirety of [[Progression Guides]] hub. (list down in strikethrough whoever has done what part)&lt;br /&gt;
* Add hints to [[Experiment: Nature]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Tier 1 plants &amp;lt;/s&amp;gt;&lt;br /&gt;
** Tier 2 plants&lt;br /&gt;
** Tier 3 plants&lt;br /&gt;
** Tier 4 plants&lt;br /&gt;
** Tier 5 plants&lt;br /&gt;
:&amp;lt;s&amp;gt;→ Add Base Growth time for all 5 tiers&amp;lt;/s&amp;gt; thanks bud&lt;br /&gt;
* Update [[Construction Firm]] to include Tier 6 (Since v0.9.0)&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Military Perks]].&amp;lt;/s&amp;gt; thanks kip&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Infinity]]... who and why...&amp;lt;/s&amp;gt; thanks bud&lt;br /&gt;
* [[AI]] Documentation&lt;br /&gt;
** Finish adding external-editor signatures to things&lt;br /&gt;
** Add new functions that were added in 0.9.x&lt;br /&gt;
** Add expressions to go along with Impulse/Condition/Actions&lt;br /&gt;
* [[Town]]&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Town&amp;diff=1904</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Town&amp;diff=1904"/>
		<updated>2021-09-19T07:32:46Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: added fun facts about myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The town is the main hub area in the game. While in the town, the player can access [[Buildings]] and even start a [[New Round|new round]].&lt;br /&gt;
&lt;br /&gt;
==Citizens==&lt;br /&gt;
While in the town, citizens can be seen roaming around. However, they serve no functionality and are purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
The amount of citizens roaming around will increase by 3 per level, capping out at 100 citizens.&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The player can place down town assets to customize their town. Each asset placed will increase white [[Resources|resource]] gain by 1% at base value.&lt;br /&gt;
&lt;br /&gt;
The player has limited asset slots. Slots can be purchased using white [[resources]] up to a limit of 500.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Hovering over a citizen while in the town will show their name. Names include supporters of the [https://www.patreon.com/fireswordstudios patreon], or early access players.&lt;br /&gt;
&lt;br /&gt;
*While upgrading a building using the [[Construction Firm]], construction can visibly be seen in the town view.&lt;br /&gt;
*When a building which is under construction finishes it does a little pop animation where it gets slightly bigger and becomes smaller right after (taking about 0.3 seconds in total).&lt;br /&gt;
*The 100 citizen limit was added because in the alpha BudEBoy got to level 300 and his game lagged because rendering 900 citizens is too much for the game.&lt;br /&gt;
*The 500 town asset limit was added because in the alpha BudEBoy found out that placing 700 town assets broke the cloud save system since the cloud doesn't accept save files that are larger than 50 MB and placing town assets was really unoptimized.&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1903</id>
		<title>Heaven</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1903"/>
		<updated>2021-09-19T07:23:53Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: they are actually gold not just normal 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;
The following [[Town#Town%20Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:Gold Pillar&lt;br /&gt;
:Gold Gate&lt;br /&gt;
:Gold Fence&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=1898</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=1898"/>
		<updated>2021-09-19T07:17:49Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: a lot was changed, mostly just wording on some areas and adding info to some others&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 and can be used for other upgrades after you progress farther into the game.&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 the amount of enemy hp at wave 100 compared to forest easy (2x hp at wave 100 being 200%). 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|elements]] the enemies can be.&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 or by clicking the arrows to go to next/previous region:&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;
Beating a region on Easy Difficulty Normal Mode will unlock easy difficulty on the next region, medium difficulty on the current region, and unlock 3 new town assets &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 there may be special rules and effects, secrets and more assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules and a few modules that drop at set waves. 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. Your idle factor is equal to the highest average resources/s from any run you have done on that region and difficulty&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 game-play 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 versions 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, every element spawns regardless of what normally spawns in the region and every element has equal chance of showing up. This makes some regions easier on impossible since less enemies will be universal.&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>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Enemies&amp;diff=1880</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Enemies&amp;diff=1880"/>
		<updated>2021-09-19T06:18:44Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: wizard and boss edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Enemies''' must be defeated in [[Tower Testing]] in order to progress.&lt;br /&gt;
&lt;br /&gt;
Enemies come in a variety of [[elements]], each with their own strengths and weaknesses. Each elemental enemy also comes in 6 archetypes.&lt;br /&gt;
&lt;br /&gt;
==Enemy Types==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
Standard melee-range enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Attack icon.png|30px]]&lt;br /&gt;
|100%&lt;br /&gt;
![[File:Health icon.png|30px]]&lt;br /&gt;
|100%&lt;br /&gt;
![[File:Speed icon.png|30px]]&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tank===&lt;br /&gt;
Melee-range. Has a higher HP, but lower damage than normal enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Attack icon.png|30px]]&lt;br /&gt;
|50%&lt;br /&gt;
![[File:Health icon.png|30px]]&lt;br /&gt;
|'''250%'''&lt;br /&gt;
![[File:Speed icon.png|30px]]&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
Attacks from range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Attack icon.png|30px]]&lt;br /&gt;
|90%&lt;br /&gt;
![[File:Health icon.png|30px]]&lt;br /&gt;
|90%&lt;br /&gt;
![[File:Speed icon.png|30px]]&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
Attacks from range. Applies a 300% slow [[debuff]] to your tower when they attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Attack icon.png|30px]]&lt;br /&gt;
|90%&lt;br /&gt;
![[File:Health icon.png|30px]]&lt;br /&gt;
|'''150%'''&lt;br /&gt;
![[File:Speed icon.png|30px]]&lt;br /&gt;
|'''150%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Fast enemy that can leap towards the tower when close.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Attack icon.png|30px]]&lt;br /&gt;
|'''200%'''&lt;br /&gt;
![[File:Health icon.png|30px]]&lt;br /&gt;
|90%&lt;br /&gt;
![[File:Speed icon.png|30px]]&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
Bosses have a higher HP and attack than normal enemies, but only appear every 10 waves and give 10 (confirm) xp when killed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Attack icon.png|30px]]&lt;br /&gt;
|'''1000%'''&lt;br /&gt;
![[File:Health icon.png|30px]]&lt;br /&gt;
|'''1000%'''&lt;br /&gt;
![[File:Speed icon.png|30px]]&lt;br /&gt;
|'''200%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Town_Perks&amp;diff=1879</id>
		<title>Town Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Town_Perks&amp;diff=1879"/>
		<updated>2021-09-19T06:04:47Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: added max levels and a note to perks that are multiplictive not linear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PerfectNavigation}}&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/u&amp;gt;'''{{stub}}&lt;br /&gt;
{{Spoiler warning|Mid-Game Content}}&lt;br /&gt;
 '''Mid-Game''' is a phase of the game which starts at [[Military Tier]] 6 .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Spoiler For one of the [[Military Perks]] &lt;br /&gt;
|&lt;br /&gt;
If you have gotten the '''International Experts''' Military Perk (Available at Military Tiers 9,10,11) your Military Tier Multiplier gets Doubled&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Town Perks are found under a new tab on the right side of your screen their symbol is a Star &lt;br /&gt;
&lt;br /&gt;
In total there are '''12''' Town Perks in total &lt;br /&gt;
&lt;br /&gt;
To Upgrade a Town Perk you need to invest [[Skill Points]] into the Perks&lt;br /&gt;
&lt;br /&gt;
The effects of Town Perks are '''Multiplied''' by your [[Military Tier]] &lt;br /&gt;
&lt;br /&gt;
So on [[Military Tier]] 6 these effects are '''Multiplied''' by 6&lt;br /&gt;
&lt;br /&gt;
The Following are the '''12''' Town Perks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Resource Drops''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Gives '''20%''' Resource drops from Enemies per Level &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Total Damage''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Increases Damage dealt by all sources in [[Tower Testing]] by '''5%''' per level &lt;br /&gt;
&lt;br /&gt;
This does '''NOT''' affect damage dealt against bosses in [[Statue of Cubos]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Resistance''' [Base cost 1 Skill Point. +1 per level] [Max Level: 40] &lt;br /&gt;
&lt;br /&gt;
Increases Resistance against all elements in [[Tower Testing]] by '''1%''' per level (multiplicative with your [[Military Tier|MT]]) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Processing Speed''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Increases Processing Speed of all Machines in the [[Factory]] by '''3%''' per level &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Tip&lt;br /&gt;
|&lt;br /&gt;
This Does affect the Belt in the [[Factory]] and thus also makes Shard refining faster &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Refining Speed''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Increases Shard Refining Speed by '''2%''' per level &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Crate Factor''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Increases the amount of crates being produced while trading in the [[Trading Post]] by '''1%''' per level &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mining Reward''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100]  &lt;br /&gt;
&lt;br /&gt;
Increases all Mining Rewards in the [[Mine]] (Excluding Exotic Gems) by '''10%''' per level &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Max Layers''' [Base cost 10 Skill Points. +10 per level] [Max Level: 5]&lt;br /&gt;
&lt;br /&gt;
Increases the Maximum amount of Layers Generated in the [[Mine]] by '''0.2''' per level &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boost Efficency''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Increases Both the Duration of [[Power Plant]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Favor Conversion Rate''' [Base cost 2 Skill Points. +2 per level] [Max Level: 50] &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of resources in the Rewards tab in the [[Arcade]] by 1% per level (multiplicative with your [[Military Tier|MT]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Power Stones''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Increases the Power Stone boosts of all elements (Including Neutral and Resources boosts) by 12% (Of your base amount) per level&lt;br /&gt;
&lt;br /&gt;
so a 100% base boost would get increased by 12% per level in the perk &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Town Assets''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
&lt;br /&gt;
Increases the Resource drop boost of each Town asset by 0.25% per level &lt;br /&gt;
&lt;br /&gt;
(base Resource drop boost per Town asset is 1%, so 1 Skill point would make it 1.25% per Town Asset, effectively being +25% resources compared to the +20% of the resource perk)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1876</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1876"/>
		<updated>2021-09-19T05:45:42Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: mt8 go brrr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including choosing a [[Military Perks|Military Perk]] to unlock, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T4&lt;br /&gt;
*Workers&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T6&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: up to 250&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Institution==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach wave 1 Million&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (Bonus)&lt;br /&gt;
**&amp;lt;spoiler&amp;gt;Gives a 1% damage bonus for each Essence currently owned by the player (Essence can be found in the third tab of Workshop (Era))&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
&lt;br /&gt;
==Tier 10 - Global Operator==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11 - Planetary Domination==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral era element past era 1 million to receive the neutral infinity stone) if you forgot to disable the neutral element in your first run don't panic, you can easily get it in 1 min using a simple trick. all you need to do is go into a new run on the region you have already gotten to era 10m on, then disable neutral and use crit wavejump to skip to era 1m before getting /inf on the era shield again. doing this will make you instantly die but not before you get the neutral inf stone which saves you from having to do another hour long run&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
**This does not mark the beginning of Infinity yet.&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2, WAVE_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity) - Space Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Workshop (Infinity)]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13 - Exoplanetary Colonies==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
&lt;br /&gt;
==Tier 14 - Solar Conquest==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15 - FTL Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Obtain and Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
&lt;br /&gt;
=Trivia and Notes=&lt;br /&gt;
&lt;br /&gt;
*MT7 Reward: &amp;quot;Modules: T1(Maxed)&amp;quot; has been moved to Military Perks as of the Military Perks Update (v0.9.0 B1, Sunday, 29 August 2021)&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1875</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1875"/>
		<updated>2021-09-19T05:39:22Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: /* Data Types */&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&lt;br /&gt;
**Stops the current script until False becomes True.&lt;br /&gt;
*Basic: Wait While&lt;br /&gt;
**Stops the current script as long as False is True.&lt;br /&gt;
*Basic: Execute&lt;br /&gt;
**Executes the first script in the list which is named &amp;quot;Empty&amp;quot; without requiring an impulse. Conditions of the script called still have to be fulfilled.&lt;br /&gt;
*Basic: Execute (Sync)&lt;br /&gt;
**Executes the first script in the list which is named &amp;quot;Empty&amp;quot; and waits until the execution is completed. Conditions of the script still have to be fulfilled.&lt;br /&gt;
*Basic: Stop&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;quot;Empty&amp;quot;.&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 0.0 / 0 / 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 1 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: 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: 0 and Y: 0 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 1. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft Motor (T1) a total of 1.0 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 1.0 x Ore (T1) 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 1.0 x Ore (T1) 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: 0 and Y: 0 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;
***&amp;lt;spoiler&amp;gt;Requires the Air Infinity Stone to be unlocked and toggled in the Infinity Board.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position 0 in the list of offers (first offer is at position 0) using 0.0 (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Fill Inventory&lt;br /&gt;
**Sets the Fill Inventory button to the False state.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine [[Power Stones]] with the usual combine rules up to Tier 0 (&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;Empty&amp;quot;&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;Empty&amp;quot; up to Tier 1.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a [[Power Stones|Power Stone]] from Inventory in slot 1 to Equipped&lt;br /&gt;
*Museum: Delete&lt;br /&gt;
**Delete [[Power Stones|Power Stone]] from Inventory in Slot 0.&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>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1873</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1873"/>
		<updated>2021-09-19T05:38:56Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: &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&lt;br /&gt;
**Stops the current script until False becomes True.&lt;br /&gt;
*Basic: Wait While&lt;br /&gt;
**Stops the current script as long as False is True.&lt;br /&gt;
*Basic: Execute&lt;br /&gt;
**Executes the first script in the list which is named &amp;quot;Empty&amp;quot; without requiring an impulse. Conditions of the script called still have to be fulfilled.&lt;br /&gt;
*Basic: Execute (Sync)&lt;br /&gt;
**Executes the first script in the list which is named &amp;quot;Empty&amp;quot; and waits until the execution is completed. Conditions of the script still have to be fulfilled.&lt;br /&gt;
*Basic: Stop&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;quot;Empty&amp;quot;.&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 0.0 / 0 / 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 1 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: 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: 0 and Y: 0 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 1. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft Motor (T1) a total of 1.0 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 1.0 x Ore (T1) 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 1.0 x Ore (T1) 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: 0 and Y: 0 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;
***&amp;lt;spoiler&amp;gt;Requires the Air Infinity Stone to be unlocked and toggled in the Infinity Board.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position 0 in the list of offers (first offer is at position 0) using 0.0 (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Fill Inventory&lt;br /&gt;
**Sets the Fill Inventory button to the False state.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine [[Power Stones]] with the usual combine rules up to Tier 0 (&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;Empty&amp;quot;&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;Empty&amp;quot; up to Tier 1.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a [[Power Stones|Power Stone]] from Inventory in slot 1 to Equipped&lt;br /&gt;
*Museum: Delete&lt;br /&gt;
**Delete [[Power Stones|Power Stone]] from Inventory in Slot 0.&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;BudEBoy&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>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1872</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=1872"/>
		<updated>2021-09-19T05:35:51Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: int limit go brrrr&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&lt;br /&gt;
**Stops the current script until False becomes True.&lt;br /&gt;
*Basic: Wait While&lt;br /&gt;
**Stops the current script as long as False is True.&lt;br /&gt;
*Basic: Execute&lt;br /&gt;
**Executes the first script in the list which is named &amp;quot;Empty&amp;quot; without requiring an impulse. Conditions of the script called still have to be fulfilled.&lt;br /&gt;
*Basic: Execute (Sync)&lt;br /&gt;
**Executes the first script in the list which is named &amp;quot;Empty&amp;quot; and waits until the execution is completed. Conditions of the script still have to be fulfilled.&lt;br /&gt;
*Basic: Stop&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;quot;Empty&amp;quot;.&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 0.0 / 0 / 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 1 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: 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: 0 and Y: 0 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 1. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft Motor (T1) a total of 1.0 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 1.0 x Ore (T1) 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 1.0 x Ore (T1) 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: 0 and Y: 0 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;
***&amp;lt;spoiler&amp;gt;Requires the Air Infinity Stone to be unlocked and toggled in the Infinity Board.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position 0 in the list of offers (first offer is at position 0) using 0.0 (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Fill Inventory&lt;br /&gt;
**Sets the Fill Inventory button to the False state.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine [[Power Stones]] with the usual combine rules up to Tier 0 (&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;Empty&amp;quot;&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;Empty&amp;quot; up to Tier 1.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a [[Power Stones|Power Stone]] from Inventory in slot 1 to Equipped&lt;br /&gt;
*Museum: Delete&lt;br /&gt;
**Delete [[Power Stones|Power Stone]] from Inventory in Slot 0.&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;&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>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1868</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1868"/>
		<updated>2021-09-19T05:21:57Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: Trivia is fun&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 faster to do many short runs than it is to do one long run, this is because the formula for the wave has the log function it is 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 can unlock 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;
If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use newbounds with an empty blueprint to get to what is effectively wave 100b with 1 second runs&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonus 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!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Nature Crit'''&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'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Light Crit'''&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;
|&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;
|&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;
|&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'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&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;
|&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;
|&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'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''||Yes||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''|| ||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''|| ||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''||Yes||[[Arcade]]: Reward||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''|| ||[[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;
|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;
|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;
|&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;
|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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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;
|&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;
|&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;
|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;
|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;
|&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'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||Artifact: Dice of Fate|| ||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||Era Experiment: Neutral|| ||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||Era Experiment: Fire|| ||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||Era Experiment: Fire|| ||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||Era Experiment: Water|| ||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||Era Experiment: Water|| ||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||Yes||Era Experiment: Water|| ||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||Era Experiment: Earth|| ||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||Era Experiment: Nature|| ||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||Yes||Era Experiment: Nature|| ||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||Era Experiment: Electricity|| ||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||Yes||Era Experiment: Air|| ||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||Era Experiment: Universal|| ||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid. The infinity grid starts in the 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||1 DE||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||100 NO||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||10 NO||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||1 NO||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||100 OC||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||10 OC||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||1 OC||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||1 OC||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||100 SP||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||10 SP||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||100 SP||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||1 OC||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||10 OC||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||100 OC||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||1 OC||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||1 OC||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||10 OC||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||1 OC||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||10 OC||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||100 OC||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||1 NO||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||10 NO||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||100 NO||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||1 DE||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 1 version of the Beta where 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 (2^32-1)&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1867</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1867"/>
		<updated>2021-09-19T05:13:48Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: i have no idea what was changed&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 faster to do many short runs than it is to do one long run, this is because the formula for the wave has the log function it is 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 can unlock 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;
If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use newbounds with an empty blueprint to get to what is effectively wave 100b with 1 second runs&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonus 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!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Nature Crit'''&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'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Light Crit'''&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;
|&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;
|&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;
|&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'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&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;
|&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;
|&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'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''||Yes||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''|| ||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''|| ||[[Arcade]]: Shop||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''||Yes||[[Arcade]]: Reward||100 token&lt;br /&gt;
&lt;br /&gt;
1000 arcade resources&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'''|| ||[[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;
|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;
|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;
|&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;
|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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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;
|&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;
|&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;
|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;
|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;
|&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'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||Artifact: Dice of Fate|| ||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||Era Experiment: Neutral|| ||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||Era Experiment: Fire|| ||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||Era Experiment: Fire|| ||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||Era Experiment: Water|| ||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||Era Experiment: Water|| ||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||Yes||Era Experiment: Water|| ||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||Era Experiment: Earth|| ||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||Era Experiment: Nature|| ||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||Yes||Era Experiment: Nature|| ||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||Era Experiment: Electricity|| ||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||Yes||Era Experiment: Air|| ||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||Era Experiment: Universal|| ||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid. The infinity grid starts in the 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||1 DE||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||100 NO||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||10 NO||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||1 NO||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||100 OC||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||10 OC||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||1 OC||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||1 OC||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||100 SP||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||10 SP||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||100 SP||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||1 OC||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||10 OC||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||100 OC||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||1 OC||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||1 OC||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||10 OC||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||1 OC||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||10 OC||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||100 OC||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||1 NO||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||10 NO||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||100 NO||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||1 DE||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;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1866</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1866"/>
		<updated>2021-09-19T04:36:02Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: special modules exist guys, dont forgot about them&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 bonuses.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
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.&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, including but not limited to:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*Laboratory&lt;br /&gt;
*Completing Challenges&lt;br /&gt;
*Arcade&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There is only one player drop chance bonus currently which is the [[Workshop#Skills|Analysis skill]] obtained from the workshop.&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
There are currently '''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!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Nature Crit'''&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'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Light Crit'''&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;
|&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;
|&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;
|&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'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&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;
|&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;
|&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'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''||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'''|| ||[[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'''|| ||[[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'''|| ||[[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'''|| ||[[Arcade]]: Shop|| ||Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop|| ||Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop|| ||Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop|| ||Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward|| ||Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu after beating Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]&lt;br /&gt;
|'''Awareness'''&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;
|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;
|&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;
|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'''|| ||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'''|| ||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'''|| ||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'''|| ||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'''|| ||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;
|&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;
|&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;
|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;
|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;
|&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'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||Artifact: Dice of Fate|| ||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||Era Experiment: Neutral|| ||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||Era Experiment: Fire|| ||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||Era Experiment: Fire|| ||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||Era Experiment: Water|| ||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||Era Experiment: Water|| ||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||Yes||Era Experiment: Water|| ||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||Era Experiment: Earth|| ||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||Era Experiment: Nature|| ||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||Yes||Era Experiment: Nature|| ||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||Era Experiment: Electricity|| ||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||Yes||Era Experiment: Air|| ||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||Era Experiment: Universal|| ||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid. The infinity grid starts in the centre with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||16|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||17||18||19|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||20||21|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||22||23||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||1 DE||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||100 NO||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||10 NO||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||1 NO||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||100 OC||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||10 OC||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||1 OC||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||1 OC||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||100 SP||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||10 SP||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||100 SP||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||1 OC||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||10 OC||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||100 OC||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||1 OC||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||1 OC||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||10 OC||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||1 OC||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||10 OC||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||100 OC||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||1 NO||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||10 NO||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||100 NO||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||1 DE||Erases half of all enemies from the map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules has been 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;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1863</id>
		<title>Desert</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Desert&amp;diff=1863"/>
		<updated>2021-09-19T04:26:29Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: sand rock 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Desert.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|easy=781&lt;br /&gt;
|medium=18340&lt;br /&gt;
|hard=403948&lt;br /&gt;
|insane=3.408E+07&lt;br /&gt;
|nightmare=2.852E+10&lt;br /&gt;
|impossible=5.236E+16&lt;br /&gt;
}}&lt;br /&gt;
The '''Desert''' is the second region in the game, unlocked after completing wave 100 on [[Forest]]. The Desert features a sandy wasteland filled with fossils and cacti.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Winter]] region.&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Enemies!!Goals!!Rules!!Rewards&lt;br /&gt;
|-&lt;br /&gt;
!Level #1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Light}}&lt;br /&gt;
|Reach wave 250&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 10 modules in total&lt;br /&gt;
* Max 2 offensive modules&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
* Modules start at Level 0&lt;br /&gt;
* Utility modules keep their original tier and level&lt;br /&gt;
* Enemies don't drop XP}}&lt;br /&gt;
| +1 exotic gem per&lt;br /&gt;
completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!Level #2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Nature}} {{Element|Air}}&lt;br /&gt;
|Reach wave 175&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max 8 offensive modules&lt;br /&gt;
* No defensive modules&lt;br /&gt;
* No utility modules&lt;br /&gt;
* No ultimate modules&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2}}&lt;br /&gt;
|[[File:Utility Module.png|Utility|30px]] '''Energy Flow'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Electricity}}&lt;br /&gt;
|Reach wave 300&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 6 modules in total&lt;br /&gt;
* Max 3 defensive modules&lt;br /&gt;
* No ultimate modules&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2}}&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] '''Headhunting'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|Reach wave 400&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 6 modules in total&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Advanced Heal'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|Reach wave 150&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 8 modules in total&lt;br /&gt;
* Max 2 offensive modules&lt;br /&gt;
* Max 2 defensive modules&lt;br /&gt;
* Max 2 utility modules&lt;br /&gt;
* Max 2 ultimate modules&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Sandstorm'''&lt;br /&gt;
|-&lt;br /&gt;
!Level #6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |{{Element|Light}} {{Element|Nature}}&lt;br /&gt;
|Reach wave 25&lt;br /&gt;
|{{collapsible|width=400|Rules|&lt;br /&gt;
* Max. 12 modules in total&lt;br /&gt;
* Max 1 offensive modules&lt;br /&gt;
* No defensive modules&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
* Enemies have only 0.1% of their original health&lt;br /&gt;
* Enemy damage is multiplied by 100}}&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] '''Desert Gift'''&lt;br /&gt;
|}&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Cactus town asset.png|40px|Cactus]] Cactus&lt;br /&gt;
:[[File:Bones town asset.png|40px|Bones]] Bones&lt;br /&gt;
:[[File:Sandstone town asset.png|40px|Sandstone]] Sand rock 3&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1860</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1860"/>
		<updated>2021-09-19T04:23:07Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: added grow times and some other stuff i guess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NatureExperiment.png|thumb|The Nature Experiment|link=Special:FilePath/NatureExperiment.png]]&lt;br /&gt;
[[File:Experiment Nature icon.png|left|link=Special:FilePath/Experiment_Nature_icon.png]]&lt;br /&gt;
The '''Nature experiment''' is one of 12 experiments of the [[laboratory]], available at laboratory tier 2.&lt;br /&gt;
&lt;br /&gt;
The goal of the experiment is to grow a variety of different plants by altering the temperature, daylight and surrounding plants.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
[[File:Plant list t1-5.png|thumb|Plant types listed above from left to right|link=Special:FilePath/Plant_list_t1-5.png]]&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants with an empty mouse to harvest when ready, and use the shovel to delete seeds/plants.&lt;br /&gt;
&lt;br /&gt;
Flowers grow into a number of different mutations depending on a combination of the following factors:&lt;br /&gt;
&lt;br /&gt;
*Time of day (day or night)&lt;br /&gt;
*Temperature (hot, cold or neutral) of its own tile&lt;br /&gt;
*Temperature of 1 or more of the surrounding tiles&lt;br /&gt;
*Number and type(s) of the plants in surrounding tiles&lt;br /&gt;
&lt;br /&gt;
The player must experiment with the above factors to find all mutations and unlock the rewards.&lt;br /&gt;
&lt;br /&gt;
=Plants=&lt;br /&gt;
&lt;br /&gt;
==Basic Flower (T1)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|100|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 5:50 ''(350 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I am what I am: Solution&lt;br /&gt;
|Anything that doesn't match the others, such as a t1 seed on a neutral tile during the day&lt;br /&gt;
[[File:I am what i am.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint|I'm a normie!}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like cold nights: Solution&lt;br /&gt;
|t1 seed on cold tile during the night&lt;br /&gt;
[[File:I like cold nights.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it cold: Solution&lt;br /&gt;
|t1 seed on cold tile during the day&lt;br /&gt;
[[File:I like it cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint|It can't match &amp;quot;I like cold nights&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it hot: Solution&lt;br /&gt;
|t1 seed on hot tile during the night&lt;br /&gt;
[[File:I like it hot.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It can't match &amp;quot;I like hot days&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it dark: Solution&lt;br /&gt;
|t1 seed on neutral tile during the night&lt;br /&gt;
[[File:I like it dark.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like hot days: Solution&lt;br /&gt;
|t1 seed on hot tile during the day&lt;br /&gt;
[[File:I like hot days.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want one friend in the night: Solution&lt;br /&gt;
|2 t1 seeds on touching tiles during the night&lt;br /&gt;
[[File:I want 1 friend in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some friends: Solution&lt;br /&gt;
|5-7 t1 seeds, 1 seed in a 3x3 area surrounded by the other 4-6&lt;br /&gt;
[[File:I want some friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|I want a few friends, not too much&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need cold friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the outside plants on cold tiles&lt;br /&gt;
[[File:I need cold friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I want some friends,&amp;quot; but they're cold.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need hot friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the outside plants on hot tiles&lt;br /&gt;
[[File:I need hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{Collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I want some friends,&amp;quot; but they're hot.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want many friends: Solution&lt;br /&gt;
|1 t1 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:I want many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Surround me with friends&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need a chilly friend: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a cold tile&lt;br /&gt;
[[File:I need a chilly friend.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need a hot buddy: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a hot tile&lt;br /&gt;
[[File:I need a hot buddy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want one friend during the day: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a hot tile during the day&lt;br /&gt;
[[File:I want 1 friend during the day.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want to be hot among cool friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the middle seed on hot tile, and outer seeds on a cold tile&lt;br /&gt;
[[File:I want to be cool among hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I need cold friends,&amp;quot; but with a twist.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want strong friends: Solution&lt;br /&gt;
|t1 seed surrounded by 8 t4 seeds&lt;br /&gt;
[[File:I want strong friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It's not enough to be a little bit strong. I want to be surrounded by protective friends.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want the strongest friends: Solution&lt;br /&gt;
|t1 seed surrounded by 8 t5 seeds&lt;br /&gt;
[[File:I want the strongest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need different friends: Solution&lt;br /&gt;
|t1 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:I need different friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Not just one type of different friends...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot party in the night: Solution&lt;br /&gt;
|9 seeds in a 3x3 pattern on hot tiles during the night&lt;br /&gt;
[[File:I want a hot party in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|How many friends does it take to make a party?&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want to chill at day with many friends: Solution&lt;br /&gt;
|9 seeds in a 3x3 pattern on cold tiles during the day&lt;br /&gt;
[[File:I want to chill at day with many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|This is our realm now (Non 3x3 pattern): Solution&lt;br /&gt;
|t1 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:This is our realm now.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cauliflower (T2)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|2,500|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 11:40 ''(700 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I am what I am: Solution&lt;br /&gt;
|t2 seed on neutral tile during the day&lt;br /&gt;
[[File:I am what I am .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I drained their heat: Solution&lt;br /&gt;
|t2 seeds in a 3x3 pattern, with the middle tile hot and the outer tiles cold&lt;br /&gt;
[[File:I drained their heat .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Drained the heat from &amp;lt;i&amp;gt;many&amp;lt;/i&amp;gt; of them.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it cold: Solution&lt;br /&gt;
|t2 seed next to another t2 seed during the night&lt;br /&gt;
[[File:I like it cold t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it hot: Solution&lt;br /&gt;
|t2 seed on hot tile during the day&lt;br /&gt;
[[File:I like it hot t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need to be alone in the dark: Solution&lt;br /&gt;
|t2 seed on neutral tile during the night&lt;br /&gt;
[[File:Alone in dark t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need different friends: Solution&lt;br /&gt;
|t2 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:Diff friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some friends: Solution&lt;br /&gt;
|5-7 t2 seeds, 1 seed in a 3x3 area surrounded by the other 4-6 seeds all on neutral tiles&lt;br /&gt;
[[File:Some friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want many friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds all on neutral tiles&lt;br /&gt;
[[File:Many friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need weak friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:Weak friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want slightly stronger friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t3 seeds all on neutral tiles&lt;br /&gt;
[[File:Slight stronger friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a cold army: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t1 seeds on cold tiles&lt;br /&gt;
[[File:Cold army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot army: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t1 seeds on hot tiles&lt;br /&gt;
[[File:Hot army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a cold army I can trust: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds on cold tiles&lt;br /&gt;
[[File:Cold army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot army I can trust: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Hot army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want balanced soil in the night: Solution&lt;br /&gt;
|a checkers pattern with hot/cold tiles in a 3x3 area(NO SEEDS NEEDED), with a t2 seed in center&lt;br /&gt;
[[File:Balanced soil night t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like cold days: Solution&lt;br /&gt;
|t2 seed on cold tile during the day&lt;br /&gt;
[[File:Cold days t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like hot nights: Solution&lt;br /&gt;
|2 t2 seeds next to each other, with at least 1 on a hot tile during the night&lt;br /&gt;
[[File:Hot nights t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|They drained my heat: Solution&lt;br /&gt;
|t2 seed on cold tile surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Drained heat t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want the strongest friends: Solution&lt;br /&gt;
|t2 seed surrounded by at least 5 t5 seeds&lt;br /&gt;
[[File:Strongest friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some hot spots for my cold friends in the night: Solution&lt;br /&gt;
|In the night, t2 seed surrounded by 8 t2 seeds, with corner tiles cold and the tiles up, down, left, and right hot&lt;br /&gt;
[[File:Hot cold friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|This is our realm now (Non 3x3 pattern): Solution&lt;br /&gt;
|t2 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:Our realm t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bell Plant (T3)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|75,000|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 20:00 ''(1200 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t3 seed on neutral tile during the night&lt;br /&gt;
[[File:I am what I am t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Boil Me&lt;br /&gt;
|Solution: T3 seed on a hot tile surrounded by 8 T2 seeds on hot tiles during the day.&lt;br /&gt;
[[File:boil me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It's not enough for just the tile it's on to be hot...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like it very cold&lt;br /&gt;
|Solution: T3 seed on a cold tile surrounded by 8 T2 seeds on cold tiles during the night.&lt;br /&gt;
[[File:very cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Present me a hot commoner at night&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a hot tile next to each other at night.&lt;br /&gt;
[[File:hot commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want a cold commoner next to me&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a cold tile next to each other&lt;br /&gt;
[[File:cold commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Commoners refer to me and my other mutations as the &amp;quot;Bell Plant&amp;quot;. They fuel this mutation with their presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T1 seeds on neutral tiles&lt;br /&gt;
[[File:commoners fuel.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2 of each other tier seeds on neutral tiles&lt;br /&gt;
[[File:different friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need some friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2-4 T3 seeds on neutral tiles&lt;br /&gt;
[[File:some friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on neutral tiles&lt;br /&gt;
[[File:many friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The sound of cold bells in the night empowers me.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on cold tiles at night.&lt;br /&gt;
[[File:cold bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The sound of hot bells makes my day brighter.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on hot tiles during the day.&lt;br /&gt;
[[File:hot bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Lonely noon serenade&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile during the day.&lt;br /&gt;
[[File:noon serenade.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The commoners and I shall freeze at night.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 8 T1 seeds on cold tiles during the night.&lt;br /&gt;
[[File:commoners freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Provide me a hot worthy audience of my kind at night.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 8 T3 seeds on hot tiles during the night.&lt;br /&gt;
[[File:hot worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer a balanced crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile with T3 seeds on neutral tiles neighboring it, and T1 seeds in the corners during the day.&lt;br /&gt;
[[File:balanced crowd.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer a more &amp;quot;worthy&amp;quot; audience.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 6 T3 seeds and 2 T1 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:more worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: All commoners will bow at my presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 24 T1 seeds during the day.&lt;br /&gt;
[[File:commoners bow.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer hot soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty hot tiles during the day.&lt;br /&gt;
[[File:HotSsoil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer cold soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty cold tiles during the night.&lt;br /&gt;
[[File:cold Soil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Sing the bells bells bells bells bells bells bells bells Bells of [EXPUNGED]&lt;br /&gt;
|Solution: 25 T3 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:bells bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|Hint: This is our realm now.&lt;br /&gt;
|Solution: Realm Pattern. T3 seed on a neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:our realm t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bush Plant (T4)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|9,250,000|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 33:20 ''(2000 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T4 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Freeze me in the sun&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 4 T1 seeds on cold tiles&lt;br /&gt;
[[File:Freeze me in the sun T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Melt me in the dark&lt;br /&gt;
|Solution: T4 seed on hot tile surrounded by 4 T1 seeds on hot tiles at night&lt;br /&gt;
[[File:Melt me in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I only need myself and coldness&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 8 cold tiles&lt;br /&gt;
[[File:I only need myself and coldness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want a clean lonely throne surrounded by hot soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 hot tiles&lt;br /&gt;
[[File:I want a clean lonely throne surrounded by hot soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want to be very lonely in the dark&lt;br /&gt;
|Solution: T4 seed on neutral tile at night&lt;br /&gt;
[[File:I want to be very lonely in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like mixed soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 cold tiles and 4 hot tiles&lt;br /&gt;
[[File:I like mixed soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 2 of each other tier&lt;br /&gt;
[[File:I need different friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 T4 seeds&lt;br /&gt;
[[File:I want some friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds&lt;br /&gt;
[[File:I want many friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Grow all of us in darkness&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds at night&lt;br /&gt;
[[File:Grow all of us in darkness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|&amp;quot;All of us&amp;quot; doesn't mean &amp;quot;different friends&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: In a full round there are two of us for each of our stronger brothers&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 3 T5 seeds and 5 T4 seeds&lt;br /&gt;
[[File:In a full round there are two of us for each of our stronger brothers T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Hide me in broad daylight behind a hot wall of my kind&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center neutral tile surround by 8 T4 seeds on hot tiles.&lt;br /&gt;
[[File:Hide me in broad daylight behind a hot wall of my kind T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like cold bells at night&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T3 seeds on cold tiles at night&lt;br /&gt;
[[File:I like cold bells at night T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like hot bells at night ... but not too close&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by empty neutral tiles and 16 T3 seeds on hot tiles at night&lt;br /&gt;
[[File:I like hot bells at night ... but not to close T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: At noon when the 9 commoners bowed before their bells I froze&lt;br /&gt;
|Solution: During the day, T4 seed on cold tile with 9 T1 and T3 seeds next to each other&lt;br /&gt;
[[File:At noon when the 9 commoners bowed before their bells I froze T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Hearing the 8 bells consume cauliflowers at night made me hot (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, place a T4 seed on center hot tile surrounded by a ring of 8 T3 seeds and 7+ T2 seeds anywhere on the outer ring.&lt;br /&gt;
[[File:Hearing the 8 bells consume cauliflowers at night made me hot T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: In broad daylight I am the center of attention in a neutral world full of ignorance (Non 3x3 pattern)&lt;br /&gt;
|Solution: during the day, place a T4 seed on middle with t1 seeds filling up the rest of the board&lt;br /&gt;
[[File:In broad daylight I am the center of attention in a neutral world full of ignorance T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: We only exist within a burning hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center hot tile surround by a full grid of T4 seeds on hot tiles.&lt;br /&gt;
[[File:We only exist within a burning hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: We only exist within a frozen hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In night mode. A T4 seed on the center cold tile surround by a full grid of T4 seeds on cold tiles.&lt;br /&gt;
[[File:We only exist within a frozen hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T4 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brain Plant (T5)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|8,000,000,000|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 1:06:40 ''(4000 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T5 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The soil shall become lava&lt;br /&gt;
|Solution: In day mode. A grid of 9 hot tiles with a T5 seed on the center tile.&lt;br /&gt;
[[File:The soil shall become lava T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: There is nothing colder than me&lt;br /&gt;
|Solution: During night, one T5 seed on cold tile surrounded by 8 cold tiles.&lt;br /&gt;
[[File:There is nothing colder than me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|There's nothing colder, but there might be things that are as cold...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am surrounded by my weakest friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T1 seeds.&lt;br /&gt;
[[File:I am surrounded by my weakest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I sweat at night while my friends freeze&lt;br /&gt;
|Solution: During night, one T5 seed on hot tile surrounded by 8 T1 seeds on cold tiles.&lt;br /&gt;
[[File:I sweat at night while my friends freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I warm my weak friends&lt;br /&gt;
|Solution: One T5 seed on hot tile surrounded by 1 seed of each tier on cold tiles.&lt;br /&gt;
[[File:I warm my weak friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: A crowd of hot cauliflowers froze my heart&lt;br /&gt;
|Solution: One T5 seed on cold tile surrounded by 8 T2 seeds on hot tiles.&lt;br /&gt;
[[File:A crowd of hot cauliflowers froze my heart.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T5 seed on neutral tile surrounded by 2 of each other tier.&lt;br /&gt;
[[File:I need different friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 4 T5 seeds.&lt;br /&gt;
[[File:I want some friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T5 seeds.&lt;br /&gt;
[[File:I want many friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like hot bells and I can not lie&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T3 seeds.&lt;br /&gt;
[[File:I like hot bells and i can not lie T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I hang with my hot siblings at night&lt;br /&gt;
|Solution: During night, one T5 seed on neutral ground surrounded by 8 T5 seeds on hot tiles.&lt;br /&gt;
[[File:I hang with my hot siblings at night T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want everything to be balanced and equal (Non 3x3 pattern)&lt;br /&gt;
|Solution: One T5 seed on neutral ground, surrounded by 2 seeds of each tier, each on one cold and one hot tile.&lt;br /&gt;
[[File:I want everything to be balanced and equal T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am nothing but a shadow of my cold friend&lt;br /&gt;
|Solution: During day, two T5 seeds on cold tiles next to each other.&lt;br /&gt;
[[File:I am nothing but a shadow of my cold friend T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: All my friends are here and the stronger they are the more there are (Non 3x3 pattern)&lt;br /&gt;
|Solution: Needs 1 T1, 2 T2, 3 T3, 4 T4, 5 T5 and then one more T5 in the middle.&lt;br /&gt;
[[File:All my friends are here and the stronger they are the more there are T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: A couple of my friends like it cold like me while a dozen of them are the opposite (Non 3x3 pattern)&lt;br /&gt;
|Solution: 3 T5 seeds in the middle on cold tiles, surrounded by 12 T5 seeds on hot tiles.&lt;br /&gt;
[[File:A couple of my friends like it cold like me while a dozen of them are the opposite T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: My sister is on the other side (Non 3x3 pattern)&lt;br /&gt;
|Solution: Two T5 seeds on opposite corners.&lt;br /&gt;
[[File:My sister is on the other side T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Bushes try to freeze me at night, but we fight back (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, one T5 seed in the middle on cold tiles, surrounded by 8 T4 seeds on cold tiles, surrounded by 16 T5 seeds on hot tiles.&lt;br /&gt;
[[File:Bushes try to freeze me at night but we fight back T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: At night my heat is the center of attention in a cold world (Non 3x3 pattern)&lt;br /&gt;
|Solution: During night, one T5 seed on a hot tile with T1 seeds on cold tiles on the whole board.&lt;br /&gt;
[[File:At night my heat is the center of attention in a cold world T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am the cold center of this hot empty place (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T5 seed on a center cold tile surround by a full empty hot tiles.&lt;br /&gt;
[[File:I am the cold center of this hot empty place T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T5 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Upgrades=&lt;br /&gt;
Harvesting plants also rewards points that can be spent on various upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Watering can.png|link=Special:FilePath/Watering_can.png]] '''Watering can''' - Increase the time which watering lasts (max of 1:17:30 or 4650 seconds). Time: next_lvl*150 sec, Cost: &amp;lt;code&amp;gt;floor(10*1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Auto replant.png|link=Special:FilePath/Auto_replant.png]] '''Auto replant''' - Enable plants to automatically harvest and replant every time it grows. Cost: 200&lt;br /&gt;
&lt;br /&gt;
[[File:Fertilize.png|link=Special:FilePath/Fertilize.png]] '''Prestige''' - Removes all the plants from the grid and increases plants growth speed by 25% (multiplicative). Cost: 100*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Rewards=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mutations&amp;lt;br&amp;gt;discovered!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature Taste&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Adaptive Regeneration&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Shield of Nature&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Violent Seeds&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|30px|link=Special:FilePath/Ultimate_Module.png]] Rejuvenate&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gaia's path&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature's wrath&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Daybloom&lt;br /&gt;
|-&lt;br /&gt;
!35&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gigantic vines&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 104)&lt;br /&gt;
| +% Nature damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 103)&lt;br /&gt;
| +% Nature resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1859</id>
		<title>Military Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1859"/>
		<updated>2021-09-19T04:15:02Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military Perks are categorized into groups of three, separated by a Specialization every fourth tier. [[Military Perks#Specializations|Jump to Specializations]]&lt;br /&gt;
&lt;br /&gt;
 After each military tier you will get one point you can invest into an additional set of skills that will give you bonuses to various stats or unlock new powerful features. There will be an equal amount of perks than there are military tiers so you will be able to max them out. Your military perk choices will define your play style rather than how fast you will be able to progress. The perk choices that are available to you are also grouped by your progression in the game so it is not possible to accidentally skill something that prevents you from progressing at an acceptable place. In the worst case scenario you will have to slightly adapt your play style.&lt;br /&gt;
 &lt;br /&gt;
 - [https://store.steampowered.com/news/app/1197260/view/?emclan=103582791467896851&amp;amp;emgid=3034842800964187126 Taken from the steam news article that introduces Military Perks]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Group 1 (MT1 to MT3)==&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Backups|&lt;br /&gt;
 The decision to store a copy of all your data and scientific progress turns out to save a tremendous amount of time in the long run.&lt;br /&gt;
 &lt;br /&gt;
 Starting from the next military tier your modules will not be fully reset but instead set to tier 1 with their level maximized.&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Libraries|&lt;br /&gt;
 By combining the wisdom of all structures into one place you can accumulate new knowledge faster.&lt;br /&gt;
 &lt;br /&gt;
 Increases town xp gained from tower testing by 1% for each skillpoint invested into a building skill.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Improved Conditions|&lt;br /&gt;
 By enhancing the working conditions on your island it becomes a substantially more attractive working place. Includes free healthcare for all cubes. &lt;br /&gt;
 &lt;br /&gt;
 Doubles the amount of worker slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Group 2 (MT5 to MT7)==&lt;br /&gt;
&lt;br /&gt;
===Duplicates===&lt;br /&gt;
 '''Make sure to keep a duplicate of each module around from now on before you ship them to your contracting authority. Who are they anyway? '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Starting from the next military tier your modules will not be set to tier 1 but instead set to tier 5 with their level maximized.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Symmetrical Analysis===&lt;br /&gt;
 '''Applying the knowledge used in discovering new modules onto the basic understanding of the fundamental composition of enemies yields a higher amount of town resources upon their destruction. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Multiplies resource drops from enemies with your module chance factor. &amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Existence Taxes===&lt;br /&gt;
 '''Thanks to your efforts there is an abundance of things present on your island. It is time to charge them for being there. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases your total resource drops by 5% for each town level (additive with itself but multiplicative with all other bonuses).&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==Group 3 (MT9 to MT11)==&lt;br /&gt;
{{Spoiler hatnote|ERA}}&lt;br /&gt;
&lt;br /&gt;
===Essence Purification===&lt;br /&gt;
 '''Condensing raw elemental essence further allows them to release more of their power.'''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases the base damage bonus per elemental essence in the workshop from 1% to 5%.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===International Experts===&lt;br /&gt;
 '''Bringing in external sources of knowledge can  greatly enhance what your town is capable of. Don't underestimate sharing experience. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Town perks now use your current military tier x 2 when calculating the total bonus of a perk. &amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Combat Surveillance===&lt;br /&gt;
 '''Recording and rating the combat data of your tower in real-time seems to yield a significantly higher amount of experience than just trying to randomly guess its performance on the battlefield. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases your tower testing xp drop rate by your town resource drop rate ^ 0.05.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==Group 4 (MT13 to MT15)==&lt;br /&gt;
{{Spoiler hatnote|INFINITY}}&lt;br /&gt;
&lt;br /&gt;
===Twin Singularity===&lt;br /&gt;
 '''Analyzing the spacial spectrums of reality reveals that there is a second layer of infinities hidden in the opposite wave direction. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Doubles your region infinity highscore in infinity stone calculations, leading to a double charging rate.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Time Warping===&lt;br /&gt;
 '''The infinity stones seem to possess strong reality warping properties. We should use them to further our quest in harvesting more of their powers. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Each fully charged infinity stone increases the wave acceleration speed gained from software by 3% (additive with itself, multiplicative with other bonuses).&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;TBA&amp;lt;/span&amp;gt;===&lt;br /&gt;
 TBA&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
&lt;br /&gt;
===Factory: Crafter and Fabricator (Idle Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Plant: Dyson Sphere (Active Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mine: Asteroid Mining (Mixed Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1856</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1856"/>
		<updated>2021-09-19T03:53:51Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: a lot was fiixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Acquiring Infinity modules=&lt;br /&gt;
&lt;br /&gt;
Upon entering infinity phase you gain access to another tab in the second floor of the workshop. At first only the left side called “infinity modules” is unlocked, here you purchase modules in the grid which lets you buy the next module(s) in that chain if any. Buying all of these is your first goal on infinity phase.    &lt;br /&gt;
&lt;br /&gt;
==Income of the Phase==&lt;br /&gt;
&lt;br /&gt;
Early Infinity: by now you should have at least 1 t5 producer,  for getting more money then a t5 you should be farming neutral nightmare (r11) at wave era 90b.&lt;br /&gt;
&lt;br /&gt;
Mid Infinity: (refer back here once you are MT14) Once you get to mt14 you should get to infinity 1 on impossible chaos (r15), if you cannot survive up to wave 90b era 90b, keep farming neutral nightmare. Then start a new round and use critical wave jump to reach Era 90 billion and farm the enemies there. &lt;br /&gt;
&lt;br /&gt;
Late infinity: (refer back here once you are starting to charge stones) When you hit 90/90 infinity 1's, you should push to high infinities (1M is enough for a decent charge speed). To do that you need to increase your wave acceleration factor for a few hours (based on your goal), then you push up through infinities, when you get all regions to infinity 1M or above, at factory you craft exotic producers/do a lot shipments and etc. &lt;br /&gt;
&lt;br /&gt;
An infinity calculator made by Nesslow: https://tpt2-nesslow.netlify.app/inf_estimate_calc%20(wip)/infcalc&lt;br /&gt;
&lt;br /&gt;
==Infinity effects/modules explained==&lt;br /&gt;
&lt;br /&gt;
Infinity shield buffs: Enemies get increases stats for each infinity and stack with era shield with the formula of base * Era shield * (1+# of infinity) ex: infinity 1 enemies have double the stats of their era counter parts and inf 9 as 10x the stats of the era enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infinity damage: penetrates era and infinity shields, it is a type of damage not to be confused with the quantity infinite damage (meaning 1.8e308 damage) It is a if most of your damage consists of infinity damage then the hp buff of infinity shield and the getting /inf on hp era divider can be ignored. As for the modules themselves, most of them are terrible as they do damage in the 100ks, even if they penetrate shields the damage is so low that the modules are basically useless, Infinity splash is the only good source of infinity since it converts non infinity damage into infinity damage and it does neutral infinity damage so you'll want to maximize neutral boost in the museum in this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
infinity foundation: makes it so infinity type damage doesn't always instakill you, era damage shield isn't ignored so you can still take 1e300+ damage if you don't get /inf on era damage shield.  &lt;br /&gt;
&lt;br /&gt;
=Software Boosting=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Era 1 completion==&lt;br /&gt;
&lt;br /&gt;
Now that you have all the infinity modules you can reach Era 1 on higher difficulties that were you weren't able to in era phase. mt13 and 14 don't unlock and software that speed up reaching Era 1 in modes you haven't reached it on so the most efficient goal now is finishing 90/90 Era 1, which is means for all 15 regions the endless mode of all 6 difficulties have a highscore of at least Era 1. The reason this is so important is because of the era software Wave Horizon and Wave Marathon, with 90/90 Era these software make your acceleration over 100 times faster. You may be worried about it taking a very long time because Era takes like 45 minutes at the beginning but each era you get will shorten the time it takes to get all the next era and the last few eras take only a few minutes and the total time is around 3-5 hours.  &lt;br /&gt;
&lt;br /&gt;
Pretty much any blueprint will work as long as it has enough good infinity modules but if you don't want to make your own you can use the one for 90/90 inf's in the next section.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reaching MT14/Infinity 1 completion== &lt;br /&gt;
&lt;br /&gt;
Once your acceleration is as fast as possible you can quickly reach infinities for tiering up your military. You do not need to max out the era hp divider to infinity anymore but you will still need to reduce the damage to /inf. First do Region 1,2 and 3 on easy to get to mt13 and then do R4-9 and R11 for reaching mt14.  Now, you have to repeat that grinding again for getting 90/90 Inf 1's, which same as 90/90 era 1 means for all 15 regions  and 6 difficulties for each, endless mode has a highscore of at least infinity 1.   &lt;br /&gt;
&lt;br /&gt;
Surviving Era Damage Red Skull: Make a build comprising of as many block and attack slowing modules and as you can fit, blocks deny 100% of damage so it makes the era shields attack bonus not affect you (while the era shield has a red skull in damage, resistance and other non-100% damage mitigation does nothing with the exception of temporal barrier). You do not need infinity foundation because you're facing era enemies not donuts. &lt;br /&gt;
&lt;br /&gt;
Penetrating Era hp Red Skull: As for the Era hp shield, there are many infinity modules that do instant kills or infinity damage (infinity splash is the only source of infinity damage that doesn't suck), which allows you to kill enemies pretty easily.        &lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Recommended build and Ai|2='''This is a blueprint originally made by @Connecting on the fire sword studios discord, and modified by @coco to be more efficient. Works with t32-42 mods, and recommended disable order is electric&amp;gt;universal&amp;gt;darkness&amp;gt;light&amp;gt;water(disable era dmg shield after the 1st disable, then move down the order normally). DO NOT BUFF HP IN TRADING POST, YOU MAY DIE.'''&lt;br /&gt;
&lt;br /&gt;
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WxkLnVuaXZlcnNhbDttaXNzaWxlLnNlcmlvdXM7aW5maW5pdHkucmFuZ2U7ZGVmZW5zZS5idWx3YXJrO2FtcGxpZmllci5uZXV0cmFs&lt;br /&gt;
&lt;br /&gt;
'''Ai that limits d sac uses+cycles temp hull/barrier, and cycles the super tower modules. REQUIRES NECRONOMICON (artifact from boss 4).'''&lt;br /&gt;
 &lt;br /&gt;
GGRhcmsgc2FjICsgcmVmcmVzaCBjeWNsZQEAAAAFa2V5LjIAAAAAEQAAABFnZW5lcmljLndhaXR1bnRpbBFjb21wYXJpc29uLmRvdWJsZQx0b3dlci5oZWFsdGgIY29uc3RhbnQBAAhjb25zdGFudAQCIT0IY29uc3RhbnQDAAAAAAAAAAAOZ2VuZXJpY&lt;br /&gt;
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dvdG9pZghjb25zdGFudAIPAAAAEWNvbXBhcmlzb24uZG91YmxlDHRvd2VyLmVuZXJneQhjb25zdGFudAEBCGNvbnN0YW50BAI8PQhjb25zdGFudANmZmZmZmbmPxd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFudAIDAAAAF3Rvd2VyLm1vZHV&lt;br /&gt;
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wAAAAAAgFZAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgkAAAAXdG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCCgAAABd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFudAILAAAADGdlbmVyaWMuZ290bwhjb25zdG&lt;br /&gt;
FudAIBAAAAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgQAAAAMZ2VuZXJpYy5nb3RvCGNvbnN0YW50AgEAAAA=}}&lt;br /&gt;
&lt;br /&gt;
=Stones=&lt;br /&gt;
&lt;br /&gt;
Almost everything about this phase has to do with infinity phase, they can be sped up with infinity highscores, upgraded with exotic gems and used to provide powerful game-changing effects.      &lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at 1m era, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
Earth: Underground&lt;br /&gt;
&lt;br /&gt;
Fire: Volcano&lt;br /&gt;
&lt;br /&gt;
Air: High Mountain&lt;br /&gt;
&lt;br /&gt;
Nature: Jungle&lt;br /&gt;
&lt;br /&gt;
Electric: Metallic Ruins&lt;br /&gt;
&lt;br /&gt;
Water: Ocean&lt;br /&gt;
&lt;br /&gt;
Darkness: Dark Realm&lt;br /&gt;
&lt;br /&gt;
Light: Heaven&lt;br /&gt;
&lt;br /&gt;
Universal: Universe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 50 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
Neutral: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
1000 or greater % Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
Earth: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
Fire: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
Air: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
Nature: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
Electric: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
Water: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
Darkness: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
12 or more Maximised servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
Light: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
500 or more Arcade Coins in the Acrade&lt;br /&gt;
}}&lt;br /&gt;
Universal: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
Tier 3 Cylindro defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
To charge a stone you will need to get a base value of 1 trillion elemental energy, this can be reduced with upgrades. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, each time it fills you will get an amount of elemental energy which can be boosted by the bottom bar (production), the time it takes to charge can be reduced by the middle bar (speed)&lt;br /&gt;
&lt;br /&gt;
the base time it takes for a bar to fill is equal to 8760 hours/sum of all your infinity highscores on the specific region for that bar, region depends on the stone and the bar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 6 exotic refinements that will reduce the charge time of stones, the exotic refinements are unlocked at MT13&lt;br /&gt;
&lt;br /&gt;
Charge required reduces the elemental energy threshold needed to charge the stone. Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 upgrades.&lt;br /&gt;
&lt;br /&gt;
The duration exotic refinements reduce the base fill time of each bar by a multiplier, these are the exotic refinements you should actually focus on[[File:Stone Charge Menu.png|thumb|This is the Charging menu shows the bonuses, charge times, infinities and amount charged.]]&lt;br /&gt;
&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png|thumb|]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine&lt;br /&gt;
&lt;br /&gt;
Water: Finishing the current shipment in the Shipyard&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement&lt;br /&gt;
&lt;br /&gt;
Nature, Light, Darkness: Resets the cooldown of town perk respec&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e30 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e45 town resources.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Gives 1e60 town resources.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.&lt;br /&gt;
&lt;br /&gt;
Universal, Any Element: Multiplies damage of that element by 1 trillion.&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 1 hours instead of 12.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
All stones: Permanently grants access to Infinty Forge.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/u&amp;gt;'''{{stub}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1855</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1855"/>
		<updated>2021-09-19T03:53:30Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Acquiring Infinity modules=&lt;br /&gt;
&lt;br /&gt;
Upon entering infinity phase you gain access to another tab in the second floor of the workshop. At first only the left side called “infinty modules” is unlocked, here you purchase modules in the grid which lets you buy the next module(s) in that chain if any. Buying all of these is your first goal on infinity phase.    &lt;br /&gt;
&lt;br /&gt;
==Income of the Phase==&lt;br /&gt;
&lt;br /&gt;
Early Infinity: by now you should have at least 1 t5 producer,  for getting more money then a t5 you should be farming neutral nightmare (r11) at wave era 90b.&lt;br /&gt;
&lt;br /&gt;
Mid Infinity: (refer back here once you are MT14) Once you get to mt14 you should get to infinity 1 on impossible chaos (r15), if you cannot survive up to wave era 90b, keep farming neutral nightmare. Then start a new round and use critical wave jump to reach Era 90 billion and farm the enemies there. &lt;br /&gt;
&lt;br /&gt;
Late infinity: (refer back here once you are starting to charge stones) When you hit 90/90 infinity 1's, you should push to high infinities (1M is enough for a decent charge speed). To do that you need to increase your wave acceleration factor for a few hours (based on your goal), then you push up through infinities, when you get all regions to infinity 1M or above, at factory you craft exotic producers/do a lot shipments and etc. &lt;br /&gt;
&lt;br /&gt;
An infinity calculator made by Nesslow: https://tpt2-nesslow.netlify.app/inf_estimate_calc%20(wip)/infcalc&lt;br /&gt;
&lt;br /&gt;
==Infinity effects/modules explained==&lt;br /&gt;
&lt;br /&gt;
Infinity shield buffs: Enemies get increases stats for each infinity and stack with era sheild with the formula of base * Era shield * (1+# of infinity) ex: infinity 1 enemies have double the stats of their era counter parts and inf 9 as 10x the stats of the era enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infinity damage: penetrates era and infinity shields, it is a type of damage not to be confused with the quantity infinite damage (meaning 1.8e308 damage, which is the highest number that can be stored.) It is a if most of your damage consists of infinity damage then the hp buff of infinity shield and the getting /inf on hp era divider can be ignored. As for the modules themselves, most of them are terrible as they do damage in the 100ks, even if they penetrate shields the damage is so low that the modules are basically useless, Infinity splash is the only good source of infinity damage and it does neutral infinity damage so you'll want to maximize neutral boost in the museum in this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
infinity foundation: converts enemies infinity damage into regular damage so that the donuts don’t instant kill you, not needed below infinity 1.  &lt;br /&gt;
&lt;br /&gt;
infinity enemy resistance: TBD &lt;br /&gt;
&lt;br /&gt;
=Software Boosting=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Era 1 completion==&lt;br /&gt;
&lt;br /&gt;
Now that you have all the infinity modules you can reach Era 1 on higher difficulties that were you weren't able to in era phase. mt13 and 14 don't unlock and software that speed up reaching Era 1 in modes you haven't reached it on so the most efficient goal now is finishing 90/90 Era 1, which is means for all 15 regions the endless mode of all 6 difficulties have a highscore of at least Era 1. The reason this is so important is because of the era software Wave Horizon and Wave Marathon, with 90/90 Era these software make your acceleration over 2250 times faster. You may be worried about it taking a very long time because Era takes like 45 minutes at the beginning but each era you get will shorten the time it takes to get all the next era and the last few eras take only a few minutes and the total time is around 3-5 hours.  &lt;br /&gt;
&lt;br /&gt;
Pretty much any blueprint will work as long as it has enough good infinity modules but if you dont want to make your own you can use the one for 90/90 inf's in the next section.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reaching MT14/Infinity 1 completion== &lt;br /&gt;
&lt;br /&gt;
Once your acceleration is as fast as possible you can quickly reach infinities for tiering up your military. You do not need to max out the era dividers to infinity anymore. First do Region 1,2 and 3 on easy to get to mt13 and then do R4-9 and R11 for reaching mt14.  Now, you have to repeat that grinding again for getting 90/90 Inf 1's, which same as 90/90 era 1 means for all 15 regions  and 6 difficulties for each, endless mode has a highscore of at least infinity 1.   &lt;br /&gt;
&lt;br /&gt;
Surviving Era Damage Red Skull: Make a build comprising of as many block and attack slowing modules and as you can fit, blocks deny 100% of damage so it makes the era shields attack bonus not affect you (while the era shield has a red skull in damage, resistance and other non-100% damage mitigation does nothing with the exception of temporal barrier). I recommend finishing the gem experiment as the last module helps a lot with blocking. You do not need infinity foundation because you're facing era enemies not donuts. &lt;br /&gt;
&lt;br /&gt;
Penetrating Era hp Red Skull: As for the Era  hp shield, there are many infinity modules that do instant kills or infinity damage (infinity splash is the only source of infinity damage that doesn't suck), which allows you to kill enemies pretty easily.        &lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Recommended build and Ai|2='''This is a blueprint originally made by @Connecting on the fire sword studios discord, and modified by @coco to be more efficient. Works with t32-42 mods, and recommended disable order is electric&amp;gt;universal&amp;gt;darkness&amp;gt;light&amp;gt;water(disable era dmg shield after the 1st disable, then move down the order normally). DO NOT BUFF HP IN TRADING POST, YOU MAY DIE.'''&lt;br /&gt;
&lt;br /&gt;
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WxkLnVuaXZlcnNhbDttaXNzaWxlLnNlcmlvdXM7aW5maW5pdHkucmFuZ2U7ZGVmZW5zZS5idWx3YXJrO2FtcGxpZmllci5uZXV0cmFs&lt;br /&gt;
&lt;br /&gt;
'''Ai that limits d sac uses+cycles temp hull/barrier, and cycles the super tower modules. REQUIRES NECRONOMICON (artifact from boss 4).'''&lt;br /&gt;
 &lt;br /&gt;
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FudAIBAAAAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgQAAAAMZ2VuZXJpYy5nb3RvCGNvbnN0YW50AgEAAAA=}}&lt;br /&gt;
&lt;br /&gt;
=Stones=&lt;br /&gt;
&lt;br /&gt;
Almost everything about this phase has to do with infinity phase, they can be sped up with by getting Highscores of infinities, upgraded with exotic gems and used to provide powerful game-changing effects.      &lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at 1m era, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
Earth: Underground&lt;br /&gt;
&lt;br /&gt;
Fire: Volcano&lt;br /&gt;
&lt;br /&gt;
Air: High Mountain&lt;br /&gt;
&lt;br /&gt;
Nature: Jungle&lt;br /&gt;
&lt;br /&gt;
Electric: Metallic Ruins&lt;br /&gt;
&lt;br /&gt;
Water: Ocean&lt;br /&gt;
&lt;br /&gt;
Darkness: Dark Realm&lt;br /&gt;
&lt;br /&gt;
Light: Heaven&lt;br /&gt;
&lt;br /&gt;
Universal: Universe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 50 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
Neutral: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
1000 or greater % Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
Earth: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
Fire: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
Air: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
Nature: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
Electric: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
Water: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
Darkness: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
12 or more Maximised servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
Light: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
500 or more Arcade Coins in the Acrade&lt;br /&gt;
}}&lt;br /&gt;
Universal: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
Tier 3 Cylindro defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
&lt;br /&gt;
[[File:Stone Charge Menu.png|thumb|This is the Charging menu shows the bonuses, charge times, infinities and amount charged.]]&lt;br /&gt;
&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is full charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png|thumb|]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. With a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine&lt;br /&gt;
&lt;br /&gt;
Water: Finishing the current shipment in the Shipyard&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement&lt;br /&gt;
&lt;br /&gt;
Nature, Light, Darkness: Resets the cooldown of town perk respec&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e30 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e45 town resources.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Gives 1e60 town resources.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.&lt;br /&gt;
&lt;br /&gt;
Universal, Any Element: Multiplies damage of that element by 1 trillion.&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 1 hours instead of 12.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
All stones: Permanently grants access to Infinty Forge.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/u&amp;gt;'''{{stub}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=499</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=499"/>
		<updated>2020-05-07T20:05:40Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, or ultimate. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
'''Desperado'''&lt;br /&gt;
&lt;br /&gt;
'''FireStorm'''&lt;br /&gt;
&lt;br /&gt;
'''LifeLeech'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning'''&lt;br /&gt;
&lt;br /&gt;
'''Super Multishot'''&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Advanced Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Air Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Air Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Air Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Air Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Attack Speed'''&lt;br /&gt;
&lt;br /&gt;
'''Bash'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Bouncing'''&lt;br /&gt;
&lt;br /&gt;
'''Burning Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Divine Blessing'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Execution'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Ice Shards'''&lt;br /&gt;
&lt;br /&gt;
'''Impetus'''&lt;br /&gt;
&lt;br /&gt;
'''LifeSteal'''&lt;br /&gt;
&lt;br /&gt;
'''Light Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Light Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Light Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Light Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Multishot'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Nature's Touch'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral Boost'''&lt;br /&gt;
&lt;br /&gt;
'''RapidFire'''&lt;br /&gt;
&lt;br /&gt;
'''Soul Harvesting'''&lt;br /&gt;
&lt;br /&gt;
'''Sparks'''&lt;br /&gt;
&lt;br /&gt;
'''Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Water Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Water Taste'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
'''Simple Heal'''&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Air Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Air Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Air Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Air Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Shield'''&lt;br /&gt;
&lt;br /&gt;
'''Bulletproof'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Defiance'''&lt;br /&gt;
&lt;br /&gt;
'''DaigoParry'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Elemental Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Frost Aura'''&lt;br /&gt;
&lt;br /&gt;
'''HeartStopper Aura'''&lt;br /&gt;
&lt;br /&gt;
'''Light Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Light Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Light Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Light Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Reflect'''&lt;br /&gt;
&lt;br /&gt;
'''Shelter'''&lt;br /&gt;
&lt;br /&gt;
'''Shield Recharger'''&lt;br /&gt;
&lt;br /&gt;
'''Simple Evasion'''&lt;br /&gt;
&lt;br /&gt;
'''Stone Foundation'''&lt;br /&gt;
&lt;br /&gt;
'''Strike Back'''&lt;br /&gt;
&lt;br /&gt;
'''Water Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Water Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Water Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Water Shell'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Energy'''&lt;br /&gt;
&lt;br /&gt;
'''Energy Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'''Transmute'''&lt;br /&gt;
&lt;br /&gt;
'''Wave Resources'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, additive modules are usually infinite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
1) There is &amp;quot;nature's touch&amp;quot; but there isn't any other element (ex : Flame's touch)&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = PerfectNavigation&lt;br /&gt;
| title = The Perfect Tower II&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Core Game&lt;br /&gt;
| list1 = {{Navbox|child&lt;br /&gt;
 | group1 = Mechanics&lt;br /&gt;
 | list1  =&lt;br /&gt;
* [[New Round]]&lt;br /&gt;
* [[Elements]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tower Customization]]&lt;br /&gt;
&lt;br /&gt;
 | group2 = [[Regions]]&lt;br /&gt;
 | list2  =&lt;br /&gt;
* [[Forest]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Winter]]&lt;br /&gt;
* [[Underground]]&lt;br /&gt;
* [[Volcano]]&lt;br /&gt;
* [[High Mountain]]&lt;br /&gt;
* [[Jungle]]&lt;br /&gt;
* [[Metallic Ruins]]&lt;br /&gt;
* [[Beach]]&lt;br /&gt;
* [[Ocean]]&lt;br /&gt;
* [[Neutral]]&lt;br /&gt;
* [[Dark Realm]]&lt;br /&gt;
* [[Heaven]]&lt;br /&gt;
* [[Universe]]&lt;br /&gt;
* [[Chaos]]&lt;br /&gt;
 }}&lt;br /&gt;
| group2 = [[Town]]&lt;br /&gt;
| list2 = {{Navbox|child&lt;br /&gt;
 | group1 = Buildings&lt;br /&gt;
 | list1  =&lt;br /&gt;
* [[Power Plant]]&lt;br /&gt;
* [[Mine]]&lt;br /&gt;
* [[Factory]]&lt;br /&gt;
* [[Headquaters]]&lt;br /&gt;
* [[Arcade]]&lt;br /&gt;
* [[Laboratory]]&lt;br /&gt;
* [[Shipyard]]&lt;br /&gt;
* [[Trading Post]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Museum]]&lt;br /&gt;
* [[Construction Firm]]&lt;br /&gt;
* [[Statue of Cubos]]&lt;br /&gt;
| group2 = Prestige&lt;br /&gt;
| list2 = [[Headquaters#Military|Military]] &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=465</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=465"/>
		<updated>2020-02-24T12:42:42Z</updated>

		<summary type="html">&lt;p&gt;Budeboy: Changed the Sandbox section to be more accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound2.png|thumb|The new round Screen]]&lt;br /&gt;
The [[wikipedia:Compulsion_loop|core loop]] of the game - also called ''new round'' - 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;
==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;
&amp;lt;br /&amp;gt;&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;
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==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;
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 with any difficulty on normal mode.&lt;br /&gt;
&lt;br /&gt;
Each region has unique enemy movement patterns, and in the future they will have special rules and effects, secrets and unlockable assets for your town.&lt;br /&gt;
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Most notably, each region has a random chance to drop modules. This 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 loadouts. &lt;br /&gt;
&lt;br /&gt;
Unlocking regions, and collecting then maxing modules will allow you to soft prestige. Soft prestige is done with the military, inside of the [[Headquaters|headquarters]].&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 one.&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;
Challenge mode is not in the game yet. It is a special mode with certain rules to make the region a lot harder.&lt;br /&gt;
&lt;br /&gt;
===Idle===&lt;br /&gt;
[[File:IdleModeExample.png|thumb|No GFX - Idle Mode]]&lt;br /&gt;
You play through it just like normal mode. Once complete it calculates your average resource gain.&lt;br /&gt;
&lt;br /&gt;
This unlocks a no GFX mode, where you simply produce resources depending on your average.&lt;br /&gt;
&lt;br /&gt;
When you select idle mode again, a button appears on the bottom left you can click to start your idle gains.&lt;br /&gt;
&lt;br /&gt;
[[File:IdleGainsExample.png|frameless]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sandbox===&lt;br /&gt;
Sandbox can currently be unlocked on any region by beating normal impossible.&lt;br /&gt;
&lt;br /&gt;
Currently sandbox mode has 2 customizable gameplay options. &amp;lt;blockquote&amp;gt;1.  The hp/damage scaling can be changed to match any difficulty on that region.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:RegionInfoExample.png|thumb]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;2. 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.&amp;lt;/blockquote&amp;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;
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&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Budeboy</name></author>
		
	</entry>
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