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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Captianbg23</id>
	<title>The Perfect Tower II - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Captianbg23"/>
	<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/Special:Contributions/Captianbg23"/>
	<updated>2026-04-28T19:27:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.1</generator>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=3237</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=3237"/>
		<updated>2023-10-30T14:20:09Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|how to get secret achievements.}}&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work'''  &amp;lt;spoiler&amp;gt;Start a round on Chaos without any modules&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Konami Code''' &amp;lt;spoiler&amp;gt;Enter the Konami Code (⬆⬆⬇⬇⬅➡⬅➡🅱🅰) in the Arcade in Perfect Space in the &amp;quot;Insert Coin Here&amp;quot; screen&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanist''' &amp;lt;spoiler&amp;gt;Complete Botany in the Nature Experiment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Exotic Producer''' &amp;lt;spoiler&amp;gt;Craft an Exotic Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''You Spin Me Right Round''' &amp;lt;spoiler&amp;gt;Kill Cylindro during his Slam attack. After Cylindro hits the ground, but before Cylindro is back upright.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanophobia''' &amp;lt;spoiler&amp;gt;Kill all Vine Monsters before Eyes and Tesla coils&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Not A Scratch''' &amp;lt;spoiler&amp;gt;Take no hit on Cubos Jr. Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Born Under A Lucky Star''' &amp;lt;spoiler&amp;gt;Don't discard any cards on Dodecai Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Full Potential''' &amp;lt;spoiler&amp;gt;Make a Tier 50 Power Stone of every element including universal&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''First Producer''' &amp;lt;spoiler&amp;gt;Craft a Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''T10 Ore''' &amp;lt;spoiler&amp;gt;Refine T10 Ore in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Earth Tunnel''' &amp;lt;spoiler&amp;gt;Mine 12,742,000 m in the Mine&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''To Infinity''' &amp;lt;spoiler&amp;gt;Upgrade a module past Tier 5&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''And So It Begins''' &amp;lt;spoiler&amp;gt;Combine your first Power Stones&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Where Did The Sun Go?''' &amp;lt;spoiler&amp;gt;Fill the entire powerplant grid up with solar panels and then open the Dyson Sphere&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pure Heart''' &amp;lt;spoiler&amp;gt;From reviving Dr. Cubical after defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Final Attack''' &amp;lt;spoiler&amp;gt;From defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Perfect Tower''' &amp;lt;spoiler&amp;gt;Defeat Thorus (boss 5) second phase with 100 modules at t1000+ and with all modules unlocked and injected into the tower&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''No Escape''' &amp;lt;spoiler&amp;gt;After defeating Thorus (boss 5) second phase, when you are in the choice to revive Dr Cubical, forcibly close the game with Alt + F4 or Windows + W and confirm to exit the game, once you restart choose the same game file you will be back at the choice and get the achievement&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Lab #101''' &amp;lt;spoiler&amp;gt;prestige all laboratory experiments to prestige 101&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Space Vanquisher''' &amp;lt;spoiler&amp;gt;defeat the boss once in arcade perfect space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Browncoat Triumph''' &amp;lt;spoiler&amp;gt;defeat the boss with every weapon once in arcade perfect space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event Achievements:&lt;br /&gt;
&lt;br /&gt;
*'''Halloween 2021''' &amp;lt;spoiler&amp;gt;Complete the Quests in the Halloween 2021 Event [31st October 2021 - 7th November 2021 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Halloween 2022''' &amp;lt;spoiler&amp;gt;Fully build the Spooky Tower and complete the Quests in the Halloween 2022 Event [31st October 2022 - 7th November 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Winter Wonderland 2022''' &amp;lt;spoiler&amp;gt;Complete all events in the Winter Wonderland 2022 Event [1st December 2022 - 31st december 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hidden Achievements:&lt;br /&gt;
*'''Cylindro Hater''' &amp;lt;spoiler&amp;gt;Kill Cylindro (Boss 1) 1000 times&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Spectral Breaker''' &amp;lt;spoiler&amp;gt;'''WARNING''' this Achievement produces '''Flickering Light''' and may cause '''Epilepsy Seizures''' on people photosensitive!!!!  (Make the following layout on the Laboratory Light Experiment, remove the mirror circle with red to get the Achievement, but first read the Warning). [[File:Spectral Breaker.png|thumb]] [[File:SPOILER mirrorspectral.png|thumb]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=3236</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=3236"/>
		<updated>2023-10-30T14:18:39Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &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;
Base Plant Points per harvest: 1&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;
!Point Mult.&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;
&lt;br /&gt;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;I'm a normie!&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
&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;
&lt;br /&gt;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;I'm shivering in the dark&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
&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;
&lt;br /&gt;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;It can't match &amp;quot;I like cold nights&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|3&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;
&lt;br /&gt;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;It can't match &amp;quot;I like hot days&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|2&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;
&lt;br /&gt;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;The moon is staring at me&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
&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;
|3&lt;br /&gt;
&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;
|3&lt;br /&gt;
&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;I want a few friends, not too much&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|2&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Same idea as &amp;quot;I want some friends,&amp;quot; but they're cold.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|2&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Same idea as &amp;quot;I want some friends,&amp;quot; but they're hot.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|2&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Surround me with friends&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|2&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;
|3&lt;br /&gt;
&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;
|3&lt;br /&gt;
&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 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;
|3&lt;br /&gt;
&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Same idea as &amp;quot;I need cold friends,&amp;quot; but with a twist.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|3&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;It's not enough to be a little bit strong. I want to be surrounded by protective friends.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
&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;
|2&lt;br /&gt;
&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Not just one type of different friends...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|5&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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;How many friends does it take to make a party?&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
4&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;
|4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{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;
|'''Second Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;We are one, we are five.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Third Hint:'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;There's only one of us, different friends. This is our realm.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|8&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 or t5 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 any non-t4 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 any 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 want 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 8+ 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 (without the exotic skill) and increases plants growth speed by 10% (multiplicative). Cost: 100*1.1&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;
|{{Module|Offensive|size=30px}} Nature Taste&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|{{Module|Defensive|size=30px}} Adaptive Regeneration&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|{{Module|Defensive|size=30px}} Shield of Nature&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|{{Module|Offensive|size=30px}} Violent Seeds&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Rejuvenate&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|{{Module|Offensive|size=30px}} Gaia's path&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
|{{Module|Offensive|size=30px}} Nature's wrath&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|{{Module|Offensive|size=30px}} Daybloom&lt;br /&gt;
|-&lt;br /&gt;
!35&lt;br /&gt;
|{{Module|Offensive|size=30px}} 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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Hot_Cold_Friends_T2.png&amp;diff=3235</id>
		<title>File:Hot Cold Friends T2.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Hot_Cold_Friends_T2.png&amp;diff=3235"/>
		<updated>2023-10-30T14:17:08Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nature exp T2 fixed screenshot solution&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3160</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=3160"/>
		<updated>2023-09-24T16:44:48Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''34''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Golden Apple'''}}&lt;br /&gt;
| Region: [[Forest]]. Click on tree immediately to the right of the tower in-between the rock formations.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Looks like we can use this specimen to kick early runs up a notch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100 starting Tower Testing XP per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Rib Cage'''}}&lt;br /&gt;
| Region: [[Desert]]. Click on skeleton hiding behind large rib cage.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;The anatomy of the creature from which this calcium-based structure originated appears to be non-cubical in nature, making it entirely unexplainable based on our current documented research.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% artifact research speed per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Carrot'''}}&lt;br /&gt;
| Region: [[Winter]]. Click on the snowman's carrot.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This strange object from the old world is made of 88% water, 9% carbohydrates, 0.9% protein, 2.8% dietary fiber, 1% ash, and 0.2% fat.&amp;lt;p&amp;gt;It seems to attracted a mysterious creature. Not sure what we can use this for.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +10% Resource drops per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Dwarven Minecart'''}}&lt;br /&gt;
| Region: [[Underground]]. Click on traveling minecart to the left of the tower.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;In ancient times, long before cubekind ruled as the dominant creatures of this world, there was a cave dwelling species present, persistently digging through the depths of the earth to surface only the most precious treasures hidden beneath the walls of stone and dirt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +25% mining rewards per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Lava Ruby'''}}&lt;br /&gt;
| Region: [[Volcano]]. Click on floating rectangular rock in upper right lava pool.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;What a precious mineral. We should refine our Power Stones based on its internal structure.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Museum#Power_stones|Power Stone]] bonus per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Sign'''}}&lt;br /&gt;
| Region: [[High Mountain]]. Click on the sign.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This object was used for navigation before we invented the Quantum Positioning System. Perhaps we should examine where it leads to.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Modules]] (Dropchance) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Monkey Idol'''}}&lt;br /&gt;
| Region: [[Jungle]]. Click on the large vine hanging in the foreground.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Our xenobiologists have yet to find out how these formidable creatures survived the planetary cubical restructuring. Additionally they have managed to develope the ability to use basic tools in order to create little figurines like this sample. Sadly these ornaments are not of any material value since they are just made out of pure gold instead of resources.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Crate factor per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Ancient Gear'''}}&lt;br /&gt;
| Region: [[Metallic_Ruins|Metallic Ruins]]. Click on large bottom right gear.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;These large metallic circular object emits radioactive waves when being turned fast enough. Obviously this means we can use this effect to speed up our factory machines.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Factory]] machine speed* per researched artifact.&lt;br /&gt;
 *Conveyor belts are considered machines too&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Compass'''}}&lt;br /&gt;
| Region: [[Beach]]. Click on sand castle until crab appears carrying a compass - click it before it goes in the water.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This compact device utilizes the planets magnetic field to orient its pointers towards their polar extremes. Maybe we can use it to reverse its effect in order to reorient the planets magnetic field to aling with the direction of the needles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Shipyard#Sea_miles|Sea Miles]] ([[Shipyard]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Broken Sword'''}}&lt;br /&gt;
| Region: [[Ocean]]. Click on the broken sword.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;A broken sword found in the depths of the ocean.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the '''Broken Sword''' [[Town#Town Assets|Town Asset]].&lt;br /&gt;
 [[Shipyard#Shipments|Shipment]] count x2 inside milestone reward formulas.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Strange Cube'''}}&lt;br /&gt;
| Region: [[Neutral]]. Click on rising cubes on the upper right hand chasm, when floating cube appears click on it once every time it moves to a different location - repeat until it blows up.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This otherworldly looking lump of matter allows us to harness SCP (Strange Cube Power) from it. We can them contain this SCP in order to better secure and protect the towers basis.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Basic Resistance (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Kat's Eye''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
| Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;It's early, but never too late. (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;What's the similarities between cats and endermen? (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;The Dark Knight would be at home here&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region: &amp;lt;spoiler&amp;gt;[[Dark_Realm|Dark Realm]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Location: [[Dark_Realm|Dark Realm]]. Click on the big house 15 times.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Cratorrex's latest synthesized creation!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100% Town XP on Town Level 1&lt;br /&gt;
 +Bonus decreases as Town level increases&lt;br /&gt;
 +5% Town XP on max. Town Level&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Broken Wing'''}}&lt;br /&gt;
| Region: [[Heaven]]. Click on winged cubes to the left of the tower until a dark cube with only 1 wing appears - click on it.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Apparently angels with one wing like clouds and have a longer range than those with two wings. Additionally, they will never be a memory.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.1% Attack Range (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Blackhole In A Bottle'''}}&lt;br /&gt;
| Region: [[Universe]]. Look for stationary white star a bit to the top-left of the tower - click on it.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;The ultimate trash can for the lazy ones among us. It's raccoon-safe as well. Make sure to close the bottle after putting somethign in to avoid galactic scale collateral damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Combat XP ([[Statue_of_Cubos|Statue of Cubos]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Light Triangle'''}}&lt;br /&gt;
| Region: [[Chaos]]. Click on the Escher-like triangle whose color represents the Light element located at the bottom left of the tower.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Where has it been all this time? It was always there, wasn't it? Is this a reference to something?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.5% Contract bonus ([[Headquarters]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Chained Mannequin'''}}&lt;br /&gt;
| Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;One of those strange mutated enemy cubes. We put it into chains before we &amp;quot;un-alived&amp;quot; it, just in case it's a bit more alive than we want it to be. This should make experimenting a lot easier in the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +300% XP Cost Research Speed (in the [[Era#Tab_3:_Era_Experiments|Era Experiments]] tab)&lt;br /&gt;
 +Ability to immediatly finish the current xp research by using gems.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Ominous Coil'''}}&lt;br /&gt;
| Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This weird pillar shaped component dropped right from the heart of a mutated enemy. We can use it to build a powerline from the powerplant to the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 [[Power_Plant|Powerplant]] can now boost [[Workshop]]!&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Energy Sphere'''}}&lt;br /&gt;
| [[Statue_of_Cubos#Cylindro|Boss 1]] (??% dropchance)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This spehere is emitting vast quantities of energy. It is difficult to contain because it destroys any container we try to put it in. I'm curious what might happen if we fed it more energy...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Energy Sphere''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Metal Plating'''}}&lt;br /&gt;
| [[Statue_of_Cubos#Pyramidas|Boss 2]] (15% drop chance)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This material was used as armor. It might prove useful for upgrading our towers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Metal Plating''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Vine Monster'''}}&lt;br /&gt;
| [[Statue_of_Cubos#Pyramidas|Boss 2]] (5% drop chance)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This organism has similarities with a plant, but it is in fact a monster which emits clouds of highly toxic poison strong enough to penetrate any material.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Toxic Piranha Ivy''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Incendiary Device'''}}&lt;br /&gt;
| [[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (15% drop chance)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This contraption contains explosive substances, with the fuse visible from the outside. When it is ignited, after a while it shatters into a million pieces and wreaks havoc.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Fire Bomb''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Cubos Cube'''}}&lt;br /&gt;
| [[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (100% drop chance)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This artifact comes from a very special source. It was used to conjure and combine different elements. Perhaps we can use it for a similar purpose?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks transmutation of [[Museum#Power_stones|Power Stones]] in the [[Museum]]. (Transmute a set of Power Stones into Universal Power Stones)&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Dice of Fate'''}}&lt;br /&gt;
| [[Statue_of_Cubos#Dodecai|Boss 4]] (10% drop chance)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;We appear to have been destined to discover this artifact. It claims we'll construct the perfect tower, but we already knew that. It is useless by itself, therefore perhaps we can convert it into a module instead.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Ultimate|size=30px}} '''Dice of Fate''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Necronomicon'''}}&lt;br /&gt;
| [[Statue_of_Cubos#Dodecai|Boss 4]] (5% drop chance)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;The fabled Grimore, from which so many magical gadgets and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 -10% [[Modules#Active|Active]] Skill Cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Quantum Warehouse'''}}&lt;br /&gt;
| [[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Because of the sci-fi term in its name the quantum warehouse is considerably bigger on the inside than it looks from the outside. Some say that if you start to wander around in it for too long you won't be able to find the exit anymore ...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the [[Factory]] inventory size by 24 slots.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Hyper Trading Table'''}}&lt;br /&gt;
| [[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Not really quantum level but still better than meh. This peak of cubic craftmanship provides a magnificent amount of trading space for advanced resource trading.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Adds 10% to the trade resource conversion rate of the [[Trading_Post|Trading Post]].&lt;br /&gt;
 Increases the crate factor by 5% (multiplicative).&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Unstable Matter'''}}&lt;br /&gt;
| [[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This highly dense lump of raw matter has been compressed using a special type of container made out of universal material. Opening it would wipe out half the universe so you should probably avoid doing that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Raises the matter gained from dissolving items in the [[Factory#Fabricator|Fabricator]] by 50%.&lt;br /&gt;
 Lowers the fabricating cost of items by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Heart of the Cards'''}}&lt;br /&gt;
| [[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;The possessor of this unique relic has the ability to summon the &amp;quot;Heart of the Cards&amp;quot; in any card game. This, according to legend, will provide them with the exact card(s) they require to win the game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Damage Factor (Tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''W.I.N.C.E. Plushie'''}}&lt;br /&gt;
| Have {{Module|Ultimate|size=30px}} '''W.I.N.C.E''' equipped, have 0 offensive(red) modules equipped, and complete [[Chaos]] Impossible difficulty on Normal mode.&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Show your support for WootImNoob Innovations with this DELUXE, AUTHENTIC, DEFINITIVELY PERFECT, collector's edition miniature of the legendary pioneer of zero damage solutions.&amp;lt;p&amp;gt;Warning: do not eat. If gets in eyes, wash thoroughly with water. Conatins 40% recycled polyesters. Handwash only. Potentially hazardous - handle with care. Not for resale.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 WootImNoob Collector's Edition Plushie&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Pumpkin'''}}&lt;br /&gt;
| Reward of the [[Halloween|Halloween]] event (Oct.31st to Nov.7th, 2022)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;This object instills fear in mortals! We can use it to get some extra treats.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Book of Cubimas'''}}&lt;br /&gt;
| Reward of the [[Christmas|Christmas]] event (Dec.3st to Jan.1th, 2022)&lt;br /&gt;
| ''Flavor''&amp;lt;blockquote&amp;gt;Dr. Frostical used this book to measure the success of Cubimas.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Celestial Tokens'''}}&lt;br /&gt;
| Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Pulse Laser&lt;br /&gt;
|&lt;br /&gt;
 Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Some Kinda Laser Thingie'''}}&lt;br /&gt;
| Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Laser&lt;br /&gt;
|&lt;br /&gt;
 Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
| {{Nowrap|'''Antimatter Die'''}}&lt;br /&gt;
| Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Plasma Cannon&lt;br /&gt;
|&lt;br /&gt;
 Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured &lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2984</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2984"/>
		<updated>2023-08-18T11:26:22Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''20''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Carrot||Click on the snowman's carrot in [[Winter]]||This strange object from the old world is made of 88% water, 9% carbohydrates, 0.9% protien, 2.8% dietary fiber, 1% ash, and 0.2% fat.&lt;br /&gt;
 Increases resource drops by 10% per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||This was used for navigation before we invented the Quantum Positioning System, maybe we should examine where it leads to. &lt;br /&gt;
 Increases module drop rate by 1% for each researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|Energy Sphere||[[Statue of Cubos#Bosses|Boss]]1 (??% dropchance)||[[File:Offensive Module.png|Offensive|30px]] '''Energy Sphere'''&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Vine Monster||[[Statue of Cubos#Bosses|Boss]] 2 (5% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Toxic Piranha Ivy'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||The fabled Grimore, from which so many magical devices and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities. -10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Heart of the Cards&lt;br /&gt;
|Adventure (Arcade)&lt;br /&gt;
| +1% damage factor (tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|Kat's Eye &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;It's early, but never too late. (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;What's the similarities between cats and endermen? (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;The Dark Knight would be at home here&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region: &amp;lt;spoiler&amp;gt;Dark Realm&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;click on the big house on dark realm 15 times&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| +100% Town XP on Town Level 1&lt;br /&gt;
+ Bonus decreases as town level increases&lt;br /&gt;
&lt;br /&gt;
+5% Town XP on max Town Level&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct.31st to Nov.7th, 2022)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|-&lt;br /&gt;
|Book of Cubimus&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec.3st to Jan.1th, 2022)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Tokens&lt;br /&gt;
|Beat Arcade Perfect Space with Pulse Laser&lt;br /&gt;
| Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
|Some Kinda Laser Thingie&lt;br /&gt;
|Beat Arcade Perfect Space with Laser&lt;br /&gt;
| Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
|Antimatter Die&lt;br /&gt;
|Beat Arcade Perfect Space with Plasma Cannon&lt;br /&gt;
| Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured &lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2982</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2982"/>
		<updated>2023-08-16T20:24:35Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: Undo revision 2981 by Captianbg23 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''347''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun||Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|Fire||ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher||Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
| ||ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon||Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones||Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
| ||BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun||Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon||Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
| ||COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health(loosing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion||Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion||Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion||Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
| ||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
| ||DEBUFF DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or hte current round restarts.&lt;br /&gt;
| ||DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|[[Modules#Era|ERA Experiment]]: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || || ||Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||[[File:FragmentOffensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 40000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 10000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||[[File:FragmentUtility.png|20px]] 200000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 75000&lt;br /&gt;
&lt;br /&gt;
||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||[[File:FragmentDefensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||[[File:FragmentDefensive.png|20px]] 500000||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||[[File:FragmentOffensive.png|20px]] 12500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 12500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||[[File:FragmentOffensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 20000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 2500&lt;br /&gt;
&lt;br /&gt;
||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||[[File:FragmentOffensive.png|20px]] 2500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||[[File:FragmentDefensive.png|20px]] 50||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||[[File:FragmentOffensive.png|20px]] 1250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 100&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 25&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||[[File:FragmentOffensive.png|20px]] 5000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||[[File:FragmentOffensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 30000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 250000&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||[[File:FragmentOffensive.png|20px]] 1000000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||[[File:FragmentUtility.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 50&lt;br /&gt;
&lt;br /&gt;
||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||[[File:FragmentOffensive.png|20px]] 750&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 50&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 100&lt;br /&gt;
&lt;br /&gt;
||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||[[File:FragmentOffensive.png|20px]] 2000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 5000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 750&lt;br /&gt;
&lt;br /&gt;
||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||[[File:FragmentOffensive.png|20px]] 3333&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 2222&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1111&lt;br /&gt;
&lt;br /&gt;
||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||[[File:FragmentOffensive.png|20px]] 7500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 2000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 12500&lt;br /&gt;
&lt;br /&gt;
||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||[[File:FragmentDefensive.png|20px]] 10000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 2500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 2000&lt;br /&gt;
&lt;br /&gt;
||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||[[File:FragmentOffensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||[[File:FragmentOffensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||[[File:FragmentUtility.png|20px]] 300||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||[[File:FragmentDefensive.png|20px]] 125 &lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 50&lt;br /&gt;
&lt;br /&gt;
||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.22.1, there are '''8''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2981</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2981"/>
		<updated>2023-08-16T20:23:22Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''347''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun||Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|Fire||ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher||Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
| ||ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon||Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones||Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
| ||BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun||Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon||Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
| ||COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health(loosing shield is fine)/spoiler&amp;gt;&amp;lt;br&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion||Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion||Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion||Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
| ||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
| ||DEBUFF DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or hte current round restarts.&lt;br /&gt;
| ||DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|[[Modules#Era|ERA Experiment]]: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || || ||Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||[[File:FragmentOffensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 40000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 10000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||[[File:FragmentUtility.png|20px]] 200000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 75000&lt;br /&gt;
&lt;br /&gt;
||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||[[File:FragmentDefensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||[[File:FragmentDefensive.png|20px]] 500000||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||[[File:FragmentOffensive.png|20px]] 12500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 12500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||[[File:FragmentOffensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 20000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 2500&lt;br /&gt;
&lt;br /&gt;
||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||[[File:FragmentOffensive.png|20px]] 2500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||[[File:FragmentDefensive.png|20px]] 50||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||[[File:FragmentOffensive.png|20px]] 1250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 100&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 25&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||[[File:FragmentOffensive.png|20px]] 5000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||[[File:FragmentOffensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 30000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 250000&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||[[File:FragmentOffensive.png|20px]] 1000000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||[[File:FragmentUtility.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 50&lt;br /&gt;
&lt;br /&gt;
||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||[[File:FragmentOffensive.png|20px]] 750&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 50&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 100&lt;br /&gt;
&lt;br /&gt;
||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||[[File:FragmentOffensive.png|20px]] 250&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||[[File:FragmentOffensive.png|20px]] 2000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 5000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 750&lt;br /&gt;
&lt;br /&gt;
||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||[[File:FragmentOffensive.png|20px]] 3333&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 2222&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 1111&lt;br /&gt;
&lt;br /&gt;
||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||[[File:FragmentOffensive.png|20px]] 7500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 2000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 12500&lt;br /&gt;
&lt;br /&gt;
||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||[[File:FragmentDefensive.png|20px]] 10000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 2500&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUltimate.png|20px]] 2000&lt;br /&gt;
&lt;br /&gt;
||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||[[File:FragmentOffensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 50000&lt;br /&gt;
&lt;br /&gt;
||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||[[File:FragmentOffensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentDefensive.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 100000&lt;br /&gt;
&lt;br /&gt;
||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||[[File:FragmentUtility.png|20px]] 300||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||[[File:FragmentDefensive.png|20px]] 125 &lt;br /&gt;
&lt;br /&gt;
[[File:FragmentUtility.png|20px]] 50&lt;br /&gt;
&lt;br /&gt;
||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.22.1, there are '''8''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2904</id>
		<title>Experiment: Exotic</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2904"/>
		<updated>2023-08-04T16:18:15Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: added to the properties/items and dimension tabs, listed all props and the best dimensions for each&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ExoticExperiment.png|thumb|The Exotic Experiment]]&lt;br /&gt;
[[File:Exotic gem.png|left]]&lt;br /&gt;
The '''Exotic experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the exotic experiment is to create donuts. This is done by sacrificing different items with properties. These items are purchased using essence, which you can begin creation of after making your first fabric of reality,  which requires ∞ universes. When a fabric is created, all values are reset to their initial values, although purchased upgrades remain.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
===Universes===&lt;br /&gt;
====Stat Modifiers====&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' (Left) Reduces all modifier bar times by the time factor (BaseTime / TimeFactor). The time factor equals &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost increases the increment, the time modifier jumps up.)&lt;br /&gt;
* '''Production:''' (Right) Increases how many universes the universe modifier produces. Production = &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost multiplies the increment, the production jumps up.)&lt;br /&gt;
* '''Universe:''' (Top middle) Bar fills create universes.&lt;br /&gt;
* '''Boost:''' (Bottom middle) Bar fills boost time factor increment additively by +0.001, and boosts production increment multiplicatively by *1.05&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
Each modifier bar can be upgraded to reduce the base time for the bar to fill up. Each upgrade reduces base time by 20%, or rather multiplies the base time by 0.8. These are the stats for the modifier times:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' Base time [60 hours] Cost = (level * 3) + 1&lt;br /&gt;
* '''Production:''' Base time [25 hours] Cost = level + 1&lt;br /&gt;
* '''Universe:''' Base time [100 hours] Cost = level + 2&lt;br /&gt;
* '''Boost:''' Base time [50 hours] Cost = (level * 5) + 6&lt;br /&gt;
&lt;br /&gt;
===Reality Juicer===&lt;br /&gt;
After creating a fabric of reality, the player can being creating essence. It costs 1 fabric of reality to begin creating essence. Essence works by having the bar start at one, and increase by a multiplier every second. Once this bar reaches infinity, the bar will create essence(s).&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
* '''Starts the productions of existance essence.''' Cost = 1, Max = 1&lt;br /&gt;
* '''+0.001 to multiplier basis.''' Cost = ?, Max = 50&lt;br /&gt;
* '''+1 fabric of reality on completion''' Cost = ?, Max = 49&lt;br /&gt;
* '''Unspent fabrics boost mutltiplier''' Cost = ?, Max = 40&lt;br /&gt;
* '''Highest essence count boosts multiplier''' Cost = ?, Max = 30&lt;br /&gt;
* '''Essence on completion x2''' Cost = ?, Max = 50&lt;br /&gt;
&lt;br /&gt;
===Multiverse &amp;amp; Celestial Donuts===&lt;br /&gt;
After you create your first essence, you will unlock the multiverse &amp;amp; celestial donuts.&lt;br /&gt;
&lt;br /&gt;
The multiverse is an extremely large grid map based on a fractal. Each square of the grid costs a certain number of essence to access, and will then provide a constant income of a given resource. The resources generated from the multiverse are not those used in the main game; they are procedurally named and arbitrary and only useful for Celestial Donuts. &lt;br /&gt;
&lt;br /&gt;
The multiverse is restricted by two limits: storage and dimensions. Dimensions is the number of grid squares that can be providing resources at one time. Storage is the number of different resources that can be stored at a time (although the amount of each resource that can be stored is unlimited). At any time, you can &amp;quot;unlink&amp;quot; a square to stop receiving resources from it and free up the dimension slot. Doing so does '''not''' refund the essence spent to link the square.&lt;br /&gt;
&lt;br /&gt;
====Dimensions====&lt;br /&gt;
Dimensions are what produce Items, and can be harvested by linking to them. Currently the best dimensions for each property are at the following coordinates-&lt;br /&gt;
&lt;br /&gt;
*'''Artificial:'''       -2852|7266&lt;br /&gt;
*'''Complex:'''          -18758|45577&lt;br /&gt;
*'''Cool:'''             -37146|-49937&lt;br /&gt;
*'''Creepy:'''	          39777|-38091&lt;br /&gt;
*'''Exotic:'''            22388|-52614&lt;br /&gt;
*'''Fluffy:'''	          7015|36735&lt;br /&gt;
*'''Hard:'''             -55247|-28265&lt;br /&gt;
*'''Herbal:'''	         -39067|-59231&lt;br /&gt;
*'''Organic:'''	          44873|10109&lt;br /&gt;
*'''Metallic:'''	  -37025|40746&lt;br /&gt;
*'''Rusty:'''	          39138|-50346&lt;br /&gt;
*'''Slimy:'''	          23686|58635&lt;br /&gt;
*'''Smelly:''' 	          59177|-48843&lt;br /&gt;
*'''Spicy:'''	          14266|1192&lt;br /&gt;
*'''Spiky:'''	          22986|25262&lt;br /&gt;
*'''Strange:'''	          665|-50434&lt;br /&gt;
*'''Sturdy:''' 	          8160|-24588&lt;br /&gt;
*'''Sweet:'''	          25259|-59799&lt;br /&gt;
*'''Unstable:'''          -5720|-46513&lt;br /&gt;
*'''Volatile:'''	  -55121|-11164&lt;br /&gt;
*'''Wet:''' 	          17012|-16143&lt;br /&gt;
&lt;br /&gt;
====Items &amp;amp; Properties====&lt;br /&gt;
Items are produced by your linked dimensions, which can have different amount of properties attributed to them. Celestial Donuts can like, dislike, or feel mixed about(if it has both liked and disliked properties) an item. The possible Properties are as follows:&lt;br /&gt;
Artificial	&lt;br /&gt;
*Complex		&lt;br /&gt;
*Cool		&lt;br /&gt;
*Creepy		&lt;br /&gt;
*Exotic		&lt;br /&gt;
*Fluffy		&lt;br /&gt;
*Hard		&lt;br /&gt;
*Herbal		&lt;br /&gt;
*Organic		&lt;br /&gt;
*Metallic	&lt;br /&gt;
*Rusty		&lt;br /&gt;
*Slimy		&lt;br /&gt;
*Smelly 		&lt;br /&gt;
*Spicy		&lt;br /&gt;
*Spiky		&lt;br /&gt;
*Strange		&lt;br /&gt;
*Sturdy 		&lt;br /&gt;
*Sweet		&lt;br /&gt;
*Unstable 	&lt;br /&gt;
*Volitial	&lt;br /&gt;
*Wet 		&lt;br /&gt;
&lt;br /&gt;
====Celestial Donuts====&lt;br /&gt;
On the Celestial Donuts page, you can offer your resources to gain rewards. The terminology here is rather confusing: the creatures to which you make offers are &amp;quot;Celestial Donuts&amp;quot;, and the rewards you get are &amp;quot;Donuts&amp;quot; (but not Celestial) which can be Chocolate or Strawberry. Chocolate and Strawberry donuts provide boosts to all damage and resistance respectively via the milestones page of the experiment, and the total number of donuts provides a similar boost to production of Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
The centre of the screen will display a randomly generated Celestial Donut and indications of which resource properties it likes. Each resource obtained from the multiverse provides a random combination of these properties. Clicking on a resource name in the window at the bottom of the screen will give the resource to the Celestial Donut, which will cause the Favor bar to increase. Giving a resource with properties it likes will increase the positive favor bar, and giving a resource with properties it dislikes will increase the negative favor bar. Giving a resource with properties that are neither liked nor disliked will have no effect on the favor bar and will effectively waste the resource.&lt;br /&gt;
&lt;br /&gt;
If the negative favor bar reaches maximum, the Celestial Donut will leave with no reward, and a new one will be generated. If the positive favor bar reaches maximum and the negative one does not, the Celestial Donut will leave and you will be given the reward listed in the right hand window. &lt;br /&gt;
&lt;br /&gt;
==Prestige Upgrades==&lt;br /&gt;
* Increase the maximum storage room for dimensional items by 10 stacks (x9)&lt;br /&gt;
* Multiply the starting value of the Reality Juicer by 1000 (x30)&lt;br /&gt;
* Increase the amount of parallel dimension links by 2 (x9)&lt;br /&gt;
* Multiply the hard limit of fabric of reality rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Multiply the hard limit of essence of existence rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Highlight items which provide only positive favor in green, items that only provide negative favor in red and items that provide both in yellow inside the donut gifting screen (x1)&lt;br /&gt;
* Display the exact positive and negative favor values in the favor bar below the celestial donut (x1)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;highlight items..&amp;quot; upgrades also allows the &amp;quot;celestial donut&amp;quot; worker to select which items to offer based on the favor result. Without it, they will select randomly.&lt;br /&gt;
&lt;br /&gt;
Beware that items that &amp;quot;provide both&amp;quot; may not provide both in equal measure, especially since the negative bar tends to be shorter than the positive one. Offering a yellow shaded item may marginally increase the green bar while increasing the red bar to maximum and causing the Celestial Donut to leave, which means it has no benefit over a red shaded item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1 Fabric of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 1000 Fabrics of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Division Shield&lt;br /&gt;
|-&lt;br /&gt;
! 10549 Strawberry Donuts&lt;br /&gt;
| +X% Generic Damage&lt;br /&gt;
|-&lt;br /&gt;
! 10369 Chocolate Donuts&lt;br /&gt;
| +99% Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 3003 Donuts&lt;br /&gt;
| +1000% Shipyard: Exotic Gem Rewards&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Fabrics of Reality&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Essences of Existance&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2901</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2901"/>
		<updated>2023-08-01T15:40:15Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: only saved at this state as you cant test footnotes without saving changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''17''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Carrot||Click on the snowman's carrot in [[Winter]]||This strange object from the old world is made of 88% water, 9% carbohydrates, 0.9% protien, 2.8% dietary fiber, 1% ash, and 0.2% fat.&lt;br /&gt;
 Increases resource drops by 10% per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||This was used for navigation before we invented the Quantum Positioning System, maybe we should examine where it leads to. &lt;br /&gt;
 Increases module drop rate by 1% for each researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|Energy Sphere||[[Statue of Cubos#Bosses|Boss]]1 (??% dropchance)||[[File:Offensive Module.png|Offensive|30px]] '''Energy Sphere'''&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Vine Monster||[[Statue of Cubos#Bosses|Boss]] 2 (5% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Toxic Piranha Ivy'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||The fabled Grimore, from which so many magical devices and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities. -10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Heart of the Cards&lt;br /&gt;
|Adventure (Arcade)&lt;br /&gt;
| +1% damage factor (tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|Kat's Eye &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;It's early, but never too late. (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region &amp;lt;spoiler&amp;gt;Dark Realm&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;What's the similarities between cats and endermen? (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;The Dark Knight would be at home here&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
| +100% Town XP on Town Level 1&lt;br /&gt;
+ Bonus decreases as town level increases&lt;br /&gt;
&lt;br /&gt;
+5% Town XP on max Town Level&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct.31st to Nov.7th, 2022)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|-&lt;br /&gt;
|Book of Cubimus&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec.3st to Jan.1th, 2022)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
#Kat's eye: When searching for this artifact, set resolution to highest possible and close all side tabs or else the location to get artifact may be obscured &lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2899</id>
		<title>Experiment: Exotic</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2899"/>
		<updated>2023-07-31T12:18:46Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: added to items and properties, will fill the rest in once i confirm I have all the properties recorded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ExoticExperiment.png|thumb|The Exotic Experiment]]&lt;br /&gt;
[[File:Exotic gem.png|left]]&lt;br /&gt;
The '''Exotic experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the exotic experiment is to create donuts. This is done by sacrificing different items with properties. These items are purchased using essence, which you can begin creation of after making your first fabric of reality,  which requires ∞ universes. When a fabric is created, all values are reset to their initial values, although purchased upgrades remain.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
===Universes===&lt;br /&gt;
====Stat Modifiers====&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' (Left) Reduces all modifier bar times by the time factor (BaseTime / TimeFactor). The time factor equals &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost increases the increment, the time modifier jumps up.)&lt;br /&gt;
* '''Production:''' (Right) Increases how many universes the universe modifier produces. Production = &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost multiplies the increment, the production jumps up.)&lt;br /&gt;
* '''Universe:''' (Top middle) Bar fills create universes.&lt;br /&gt;
* '''Boost:''' (Bottom middle) Bar fills boost time factor increment additively by +0.001, and boosts production increment multiplicatively by *1.05&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
Each modifier bar can be upgraded to reduce the base time for the bar to fill up. Each upgrade reduces base time by 20%, or rather multiplies the base time by 0.8. These are the stats for the modifier times:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' Base time [60 hours] Cost = (level * 3) + 1&lt;br /&gt;
* '''Production:''' Base time [25 hours] Cost = level + 1&lt;br /&gt;
* '''Universe:''' Base time [100 hours] Cost = level + 2&lt;br /&gt;
* '''Boost:''' Base time [50 hours] Cost = (level * 5) + 6&lt;br /&gt;
&lt;br /&gt;
===Reality Juicer===&lt;br /&gt;
After creating a fabric of reality, the player can being creating essence. It costs 1 fabric of reality to begin creating essence. Essence works by having the bar start at one, and increase by a multiplier every second. Once this bar reaches infinity, the bar will create essence(s).&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
* '''Starts the productions of existance essence.''' Cost = 1, Max = 1&lt;br /&gt;
* '''+0.001 to multiplier basis.''' Cost = ?, Max = 50&lt;br /&gt;
* '''+1 fabric of reality on completion''' Cost = ?, Max = 49&lt;br /&gt;
* '''Unspent fabrics boost mutltiplier''' Cost = ?, Max = 40&lt;br /&gt;
* '''Highest essence count boosts multiplier''' Cost = ?, Max = 30&lt;br /&gt;
* '''Essence on completion x2''' Cost = ?, Max = 50&lt;br /&gt;
&lt;br /&gt;
===Multiverse &amp;amp; Celestial Donuts===&lt;br /&gt;
After you create your first essence, you will unlock the multiverse &amp;amp; celestial donuts.&lt;br /&gt;
&lt;br /&gt;
The multiverse is an extremely large grid map based on a fractal. Each square of the grid costs a certain number of essence to access, and will then provide a constant income of a given resource. The resources generated from the multiverse are not those used in the main game; they are procedurally named and arbitrary and only useful for Celestial Donuts. &lt;br /&gt;
&lt;br /&gt;
The multiverse is restricted by two limits: storage and dimensions. Dimensions is the number of grid squares that can be providing resources at one time. Storage is the number of different resources that can be stored at a time (although the amount of each resource that can be stored is unlimited). At any time, you can &amp;quot;unlink&amp;quot; a square to stop receiving resources from it and free up the dimension slot. Doing so does '''not''' refund the essence spent to link the square.&lt;br /&gt;
&lt;br /&gt;
====Dimensions====&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
====Items &amp;amp; Properties====&lt;br /&gt;
Items are produced by your linked dimensions, which can have different amount of properties attributed to them. Celestial Donuts can like, dislike, or feel mixed about(if it has both liked and disliked properties) an item. The possible Properties are as follows:&lt;br /&gt;
[placeholder]&lt;br /&gt;
&lt;br /&gt;
====Celestial Donuts====&lt;br /&gt;
On the Celestial Donuts page, you can offer your resources to gain rewards. The terminology here is rather confusing: the creatures to which you make offers are &amp;quot;Celestial Donuts&amp;quot;, and the rewards you get are &amp;quot;Donuts&amp;quot; (but not Celestial) which can be Chocolate or Strawberry. Chocolate and Strawberry donuts provide boosts to all damage and resistance respectively via the milestones page of the experiment, and the total number of donuts provides a similar boost to production of Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
The centre of the screen will display a randomly generated Celestial Donut and indications of which resource properties it likes. Each resource obtained from the multiverse provides a random combination of these properties. Clicking on a resource name in the window at the bottom of the screen will give the resource to the Celestial Donut, which will cause the Favor bar to increase. Giving a resource with properties it likes will increase the positive favor bar, and giving a resource with properties it dislikes will increase the negative favor bar. Giving a resource with properties that are neither liked nor disliked will have no effect on the favor bar and will effectively waste the resource.&lt;br /&gt;
&lt;br /&gt;
If the negative favor bar reaches maximum, the Celestial Donut will leave with no reward, and a new one will be generated. If the positive favor bar reaches maximum and the negative one does not, the Celestial Donut will leave and you will be given the reward listed in the right hand window. &lt;br /&gt;
&lt;br /&gt;
==Prestige Upgrades==&lt;br /&gt;
* Increase the maximum storage room for dimensional items by 10 stacks (x9)&lt;br /&gt;
* Multiply the starting value of the Reality Juicer by 1000 (x30)&lt;br /&gt;
* Increase the amount of parallel dimension links by 2 (x9)&lt;br /&gt;
* Multiply the hard limit of fabric of reality rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Multiply the hard limit of essence of existence rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Highlight items which provide only positive favor in green, items that only provide negative favor in red and items that provide both in yellow inside the donut gifting screen (x1)&lt;br /&gt;
* Display the exact positive and negative favor values in the favor bar below the celestial donut (x1)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;highlight items..&amp;quot; upgrades also allows the &amp;quot;celestial donut&amp;quot; worker to select which items to offer based on the favor result. Without it, they will select randomly.&lt;br /&gt;
&lt;br /&gt;
Beware that items that &amp;quot;provide both&amp;quot; may not provide both in equal measure, especially since the negative bar tends to be shorter than the positive one. Offering a yellow shaded item may marginally increase the green bar while increasing the red bar to maximum and causing the Celestial Donut to leave, which means it has no benefit over a red shaded item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1 Fabric of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 1000 Fabrics of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Division Shield&lt;br /&gt;
|-&lt;br /&gt;
! 10549 Strawberry Donuts&lt;br /&gt;
| +X% Generic Damage&lt;br /&gt;
|-&lt;br /&gt;
! 10369 Chocolate Donuts&lt;br /&gt;
| +99% Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 3003 Donuts&lt;br /&gt;
| +1000% Shipyard: Exotic Gem Rewards&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Fabrics of Reality&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Essences of Existance&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2896</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2896"/>
		<updated>2023-07-30T22:17:46Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: Fixed the footnote for L.O.S.O and changed its hint to reflect its actual condition(tested it with a mt6 player, turns out ONLY max rings is a requirement)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''340''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion||Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion||Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion||Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
| ||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
| ||DEBUFF DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or hte current round restarts.&lt;br /&gt;
| ||DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Google's Influence'''&lt;br /&gt;
|250||Yes||Era Experiment: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.22.1, there are '''8''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2894</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2894"/>
		<updated>2023-07-29T19:20:46Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''340''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion||Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion||Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion||Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
| ||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
| ||DEBUFF DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or hte current round restarts.&lt;br /&gt;
| ||DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Google's Influence'''&lt;br /&gt;
|250||Yes||Era Experiment: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.22.1, there are '''8''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2883</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2883"/>
		<updated>2023-07-05T20:30:50Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''340''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion||Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion||Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion||Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Defensive|center|30px]]||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
| ||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
| ||DEBUFF DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or hte current round restarts.&lt;br /&gt;
| ||DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Google's Influence'''&lt;br /&gt;
|250||Yes||Era Experiment: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.22.1, there are '''8''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Max all of the dyson boosts in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2876</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2876"/>
		<updated>2023-06-24T16:33:49Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|how to get secret achievements.}}&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work'''  &amp;lt;spoiler&amp;gt;Start a round on Chaos without any modules&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Konami Code''' &amp;lt;spoiler&amp;gt;Enter the Konami Code (⬆⬆⬇⬇⬅➡⬅➡🅱🅰) in the Arcade&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanist''' &amp;lt;spoiler&amp;gt;Complete Botany in the Nature Experiment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Exotic Producer''' &amp;lt;spoiler&amp;gt;Craft an Exotic Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''You Spin Me Right Round''' &amp;lt;spoiler&amp;gt;Kill Cylindro during his Slam attack&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanophobia''' &amp;lt;spoiler&amp;gt;Kill all Vine Monsters before Eyes and Tesla coils&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Not A Scratch''' &amp;lt;spoiler&amp;gt;Take no hit on Cubos Jr. Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Born Under A Lucky Star''' &amp;lt;spoiler&amp;gt;Don't discard any cards on Dodecai Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Full Potential''' &amp;lt;spoiler&amp;gt;Make a Tier 50 Power Stone of every element including universal&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''First Producer''' &amp;lt;spoiler&amp;gt;Craft a Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''T10 Ore''' &amp;lt;spoiler&amp;gt;Refine T10 Ore in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Earth Tunnel''' &amp;lt;spoiler&amp;gt;Mine 12,742,000 m in the Mine&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''To Infinity''' &amp;lt;spoiler&amp;gt;Upgrade a module past Tier 5&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''And So It Begins''' &amp;lt;spoiler&amp;gt;Combine your first Power Stones&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Where Did The Sun Go?''' &amp;lt;spoiler&amp;gt;Fill the entire powerplant grid up with solar panels and then open the Dyson Sphere&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pure Heart''' &amp;lt;spoiler&amp;gt;From reviving Dr. Cubical after defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Final Attack''' &amp;lt;spoiler&amp;gt;From defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Perfect Tower''' &amp;lt;spoiler&amp;gt;Defeat Thorus (boss 5) second phase with 100 modules at t1000+ and with all modules unlocked and injected into the tower&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''No Escape''' &amp;lt;spoiler&amp;gt;After defeating Thorus (boss 5) second phase, when you are in the choice to revive Dr Cubical, forcibly close the game with Alt + F4 or Windows + W and confirm to exit the game, once you restart choose the same game file you will be back at the choice and get the achievement&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Lab #101''' &amp;lt;spoiler&amp;gt;prestige all laboratory experiments to prestige 101&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event Achievements:&lt;br /&gt;
&lt;br /&gt;
*'''Halloween 2021''' &amp;lt;spoiler&amp;gt;Complete the Quests in the Halloween 2021 Event [31st October 2021 - 7th November 2021 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Halloween 2022''' &amp;lt;spoiler&amp;gt;Fully build the Spooky Tower and complete the Quests in the Halloween 2022 Event [31st October 2022 - 7th November 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Winter Wonderland 2022''' &amp;lt;spoiler&amp;gt;Complete all events in the Winter Wonderland 2022 Event [1st December 2022 - 31st december 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hidden Achievements:&lt;br /&gt;
*'''Cylindro Hater''' &amp;lt;spoiler&amp;gt;Kill Cylindro (Boss 1) 1000 times&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Spectral Breaker''' &amp;lt;spoiler&amp;gt;'''WARNING''' this Achievement produces '''Flickering Light''' and may cause '''Epilepsy Seizures''' on people photosensitive!!!!  (Make the following layout on the Laboratory Light Experiment, remove the mirror circle with red to get the Achievement, but first read the Warning). [[File:Spectral Breaker.png|thumb]] [[File:SPOILER mirrorspectral.png|thumb]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2698</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2698"/>
		<updated>2023-01-21T13:54:00Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|how to get secret achievements.}}&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work'''  &amp;lt;spoiler&amp;gt;Start a round on Chaos without any modules&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Konami Code''' &amp;lt;spoiler&amp;gt;Enter the Konami Code (⬆⬆⬇⬇⬅➡⬅➡🅱🅰) in the Arcade&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanist''' &amp;lt;spoiler&amp;gt;Complete Botany in the Nature Experiment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Exotic Producer''' &amp;lt;spoiler&amp;gt;Craft an Exotic Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''You Spin Me Right Round''' &amp;lt;spoiler&amp;gt;Kill Cylindro during his Slam attack&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanophobia''' &amp;lt;spoiler&amp;gt;Kill all Vine Monsters before Eyes and Tesla coils&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Not A Scratch''' &amp;lt;spoiler&amp;gt;Take no hit on Cubos Jr. Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Born Under A Lucky Star''' &amp;lt;spoiler&amp;gt;Don't discard any cards on Dodecai Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Full Potential''' &amp;lt;spoiler&amp;gt;Make a Tier 50 Power Stone of every element including universal&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''First Producer''' &amp;lt;spoiler&amp;gt;Craft a Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''T10 Ore''' &amp;lt;spoiler&amp;gt;Refine T10 Ore in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Earth Tunnel''' &amp;lt;spoiler&amp;gt;Mine 12,742,000 m in the Mine&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''To Infinity''' &amp;lt;spoiler&amp;gt;Upgrade a module past Tier 5&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''And So It Begins''' &amp;lt;spoiler&amp;gt;Combine your first Power Stones&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Where Did The Sun Go?''' &amp;lt;spoiler&amp;gt;Fill the entire powerplant grid up with solar panels and then open the Dyson Sphere&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pure Heart''' &amp;lt;spoiler&amp;gt;From reviving Dr. Cubical after defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Final Attack''' &amp;lt;spoiler&amp;gt;From defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Perfect Tower''' &amp;lt;spoiler&amp;gt;Defeat Thorus (boss 5) second phase with 100 modules at t1000+ and with all modules unlocked&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''No Escape''' &amp;lt;spoiler&amp;gt;After defeating Thorus (boss 5) second phase, when you are in the choice to revive Dr Cubical, forcibly close the game with Alt + F4 or Windows + W and confirm to exit the game, once you restart choose the same game file you will be back at the choice and get the achievement&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Lab #101''' &amp;lt;spoiler&amp;gt;prestige all laboratory experiments to prestige 101&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event Achievements:&lt;br /&gt;
&lt;br /&gt;
*'''Halloween 2021''' &amp;lt;spoiler&amp;gt;Complete the Quests in the Halloween 2021 Event [31st October 2021 - 7th November 2021 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Halloween 2022''' &amp;lt;spoiler&amp;gt;Fully build the Spooky Tower and complete the Quests in the Halloween 2022 Event [31st October 2022 - 7th November 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Winter Wonderland 2022''' &amp;lt;spoiler&amp;gt;Complete all events in the Winter Wonderland 2022 Event [1st December 2022 - 31st december 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hidden Achievements:&lt;br /&gt;
*'''Cylindro Hater''' &amp;lt;spoiler&amp;gt;Kill Cylindro (Boss 1) 1000 times&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Spectral Breaker''' &amp;lt;spoiler&amp;gt;'''WARNING''' this Achievement produces '''Flickering Light''' and may cause '''Epilepsy Seizures''' on people photosensitive!!!!  (Make the following layout on the Laboratory Light Experiment, remove the mirror circle with red to get the Achievement, but first read the Warning). [[File:Spectral Breaker.png|thumb]] [[File:SPOILER mirrorspectral.png|thumb]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2697</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2697"/>
		<updated>2023-01-21T13:47:34Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|how to get secret achievements.}}&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work'''  &amp;lt;spoiler&amp;gt;Start a round on Chaos without any modules&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Konami Code''' &amp;lt;spoiler&amp;gt;Enter the Konami Code (⬆⬆⬇⬇⬅➡⬅➡🅱🅰) in the Arcade&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanist''' &amp;lt;spoiler&amp;gt;Complete Botany in the Nature Experiment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Exotic Producer''' &amp;lt;spoiler&amp;gt;Craft an Exotic Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''You Spin Me Right Round''' &amp;lt;spoiler&amp;gt;Kill Cylindro during his Slam attack&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanophobia''' &amp;lt;spoiler&amp;gt;Kill all Vine Monsters before Eyes and Tesla coils&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Not A Scratch''' &amp;lt;spoiler&amp;gt;Take no hit on Cubos Jr. Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Born Under A Lucky Star''' &amp;lt;spoiler&amp;gt;Don't discard any cards on Dodecai Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Full Potential''' &amp;lt;spoiler&amp;gt;Make a Tier 50 Power Stone of every element including universal&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''First Producer''' &amp;lt;spoiler&amp;gt;Craft a Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''T10 Ore''' &amp;lt;spoiler&amp;gt;Refine T10 Ore in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Earth Tunnel''' &amp;lt;spoiler&amp;gt;Mine 12,742,000 m in the Mine&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''To Infinity''' &amp;lt;spoiler&amp;gt;Upgrade a module past Tier 5&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''And So It Begins''' &amp;lt;spoiler&amp;gt;Combine your first Power Stones&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Where Did The Sun Go?''' &amp;lt;spoiler&amp;gt;Fill the entire powerplant grid up with solar panels and then open the Dyson Sphere&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pure Heart''' &amp;lt;spoiler&amp;gt;From reviving Dr. Cubical after defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Final Attack''' &amp;lt;spoiler&amp;gt;From defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Perfect Tower''' &amp;lt;spoiler&amp;gt;Defeat Thorus (boss 5) second phase with 100 modules at t1000+ and with all modules unlocked&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''No Escape''' &amp;lt;spoiler&amp;gt;After defeating Thorus (boss 5) second phase, when you are in the choice to revive Dr Cubical, forcibly close the game with Alt + F4 or Windows + W and confirm to exit the game, once you restart choose the same game file you will be back at the choice and get the achievement&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Lab #101''' &amp;lt;spoiler&amp;gt;prestige all laboratory experiments to prestige 101&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event Achievements:&lt;br /&gt;
&lt;br /&gt;
*'''Halloween 2021''' &amp;lt;spoiler&amp;gt;Complete the Quests in the Halloween 2021 Event [31st October 2021 - 7th November 2021 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Halloween 2022''' &amp;lt;spoiler&amp;gt;Fully build the Spooky Tower and complete the Quests in the Halloween 2022 Event [31st October 2022 - 7th November 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Winter Wonderland 2022''' &amp;lt;spoiler&amp;gt;Complete all events in the Winter Wonderland 2022 Event [1st December 2022 - 31st december 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hidden Achievements:&lt;br /&gt;
*'''Cylindro Hater''' &amp;lt;spoiler&amp;gt;Kill Cylindro (Boss 1) 1000 times&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Spectral Breaker''' &amp;lt;spoiler&amp;gt;'''WARNING''' this Achievement produces '''Flickering Light''' and may cause '''Epilepsy Seizures''' on people photosensitive!!!!  (Make the following layout on the Laboratory Light Experiment, remove the mirror circle with red to get the Achievement, but first read the Warning). [[File:Spectral Breaker.png|thumb]] &lt;br /&gt;
[[File:SPOILER mirrorspectral.png|thumb]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2588</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2588"/>
		<updated>2022-08-25T19:28:34Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''15''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Vine Monster||[[Statue of Cubos#Bosses|Boss]] 2 (5% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Toxic Piranha Ivy'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the Halloween event (Oct.31st to Nov.7th, 2021)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|-&lt;br /&gt;
|Heart of the Cards&lt;br /&gt;
|Adventure (Arcade)&lt;br /&gt;
| +1% damage factor (tower) for each unlocked trading card.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2587</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2587"/>
		<updated>2022-08-25T19:22:10Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you need to buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
Rewards include exotic gems, arifacts, achivements and military tier requirements.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Cylindro fight description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''None currently'''&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''You Spin Me Right Around:''' Defeat Cylindro while he is doing his slam attack.&lt;br /&gt;
*'''Cylindro Hater:''' Defeat Cylindro 1000 times.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Metal Plating:''' 15% chance to drop on victory.&lt;br /&gt;
*'''Vine Monster:''' 5% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Botanophobia:''' Destroy all vines before destroying any tesla coils.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Cubos Cube:''' 100% chance to drop on victory.&lt;br /&gt;
*'''Incendiary Device:''' 15% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Not A Scratch:''' Defeat Cubos Jr. without taking any damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Dice Of Fate:''' 10% chance to drop on victory +1% chance on every victory.&lt;br /&gt;
*'''Necronomicon:''' 5% chance to drop on victory. +1% chance on every victory&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Born Under A Lucky Star:''' Defeat Dodecai without discarding any cards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Final Boss===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;'''WARNING, MAJOR SPOILER BELOW'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thorus===&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs {{cost|1e50|Black}}&lt;br /&gt;
*'''Local Save Insurance:''' Costs {{cost|1e60|Black}}&lt;br /&gt;
*'''Account Insurance:''' Costs {{cost|1e70|Black}}&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Element&lt;br /&gt;
! Spell&lt;br /&gt;
! Keys&lt;br /&gt;
! Description&lt;br /&gt;
! Energy Cost&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Protection &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Light &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blessing &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Heals the tower.&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 10%+50+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Divinity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.&lt;br /&gt;
| 750+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Flash &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly cancels the current active boss ability.&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Earth &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Earth Shield &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a shield that absorbs a fixed amount of damage before disappearing again.&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 3*EC&lt;br /&gt;
|-&lt;br /&gt;
| Fortify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Geosphere &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Water &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprinkler &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Increases the hitpoint, shield and energy regeneration by +1% per second.&lt;br /&gt;
| 25+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ice Shield &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Blizzard &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Slows everything on the map down except for the tower. Lasts up to 60 seconds.&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Destruction &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Fire &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fireball &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a projectile that deals damage upon arrival.&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 250+1.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←→↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| Inital: 2000+5*EC&lt;br /&gt;
DoT: 500+2*EC/s&lt;br /&gt;
|-&lt;br /&gt;
| Inferno &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of damage which increases the lower the hitpoints of the targets are.&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 100000+15*EC&lt;br /&gt;
Mult: 1000 at 0% enemy HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Darkness &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unholy Blast &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.&lt;br /&gt;
| 50+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Soul Siphon &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 1% of towers max. hp / sec.&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 1000+0.2*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Electricity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Thundershock &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers current energy after subtracting the cost of this spell.&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 10+0.6*Current Energy&lt;br /&gt;
|-&lt;br /&gt;
| Lightning &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers maximum shield.&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 10+1.25*Max. Shield&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Surge &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 10+0.08*Current Energy /s&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Alternation &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Nature &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Regrowth &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds&lt;br /&gt;
| 20+10%&lt;br /&gt;
| +0.5%*Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;EC&lt;br /&gt;
|-&lt;br /&gt;
| Thorns &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 50% of incoming damage + 10% of current shield&lt;br /&gt;
|-&lt;br /&gt;
| Seeds &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑→←←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Air &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Air Burst &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 100+0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Tornado &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0.08*EC /s&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Obliteration &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neutral &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Gatling &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓↑↓←→←→←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←←→→→↑↑↓↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 5000+0.75*EC&lt;br /&gt;
|-&lt;br /&gt;
| Amplify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑↑↑↑↑↑↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Universal &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Anti-matter Blast &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓←↓→↓←→↑↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 30000+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Cosmic Ray &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↓←↓←↑↑↓←→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 50000+22.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Black Hole &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↑↓←→↑↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very slow blackhole that absorbs enemy projectiles on its way.&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 175000+30*EC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thorus(final)===&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).&lt;br /&gt;
Many buildings of the town get &amp;quot;super upgrades&amp;quot; that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.&lt;br /&gt;
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Endgame spoilers - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''None Currently''' &lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Final Attack:''' Defeat phase 2 Thorus.&lt;br /&gt;
*'''Pure Heart:''' Revive Dr. Cubical after defeating phase 2 Thorus.&lt;br /&gt;
*'''Perfect Tower:''' Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.&lt;br /&gt;
*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2586</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2586"/>
		<updated>2022-08-25T19:22:09Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''15''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Vine Monster||[[Statue of Cubos#Bosses|Boss]] 2 (5% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Toxic Piranha Ivy'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the Halloween event (Oct.31st to Nov.7th, 2021)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|-&lt;br /&gt;
|Heart of the Cards&lt;br /&gt;
|Adventure (Arcade)&lt;br /&gt;
| +1% damage factor (tower) for each unlocked trading card.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2585</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2585"/>
		<updated>2022-08-25T19:18:57Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you should buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
Rewards include exotic gems, arifacts, achivements and military tier requirements.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Cylindro fight description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''None currently'''&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''You Spin Me Right Around:''' Defeat Cylindro while he is doing his slam attack.&lt;br /&gt;
*'''Cylindro Hater:''' Defeat Cylindro 1000 times.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Metal Plating:''' 15% chance to drop on victory.&lt;br /&gt;
*'''Vine Monster:''' 5% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Botanophobia:''' Destroy all vines before destroying any tesla coils.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Cubos Cube:''' 100% chance to drop on victory.&lt;br /&gt;
*'''Incendiary Device:''' 15% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Not A Scratch:''' Defeat Cubos Jr. without taking any damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Dice Of Fate:''' 10% chance to drop on victory +1% chance on every victory.&lt;br /&gt;
*'''Necronomicon:''' 5% chance to drop on victory. +1% chance on every victory&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Born Under A Lucky Star:''' Defeat Dodecai without discarding any cards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Final Boss===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;'''WARNING, MAJOR SPOILER BELOW'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thorus===&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs {{cost|1e50|Black}}&lt;br /&gt;
*'''Local Save Insurance:''' Costs {{cost|1e60|Black}}&lt;br /&gt;
*'''Account Insurance:''' Costs {{cost|1e70|Black}}&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Element&lt;br /&gt;
! Spell&lt;br /&gt;
! Keys&lt;br /&gt;
! Description&lt;br /&gt;
! Energy Cost&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Protection &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Light &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blessing &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Heals the tower.&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 10%+50+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Divinity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.&lt;br /&gt;
| 750+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Flash &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly cancels the current active boss ability.&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Earth &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Earth Shield &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a shield that absorbs a fixed amount of damage before disappearing again.&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 3*EC&lt;br /&gt;
|-&lt;br /&gt;
| Fortify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Geosphere &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Water &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprinkler &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Increases the hitpoint, shield and energy regeneration by +1% per second.&lt;br /&gt;
| 25+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ice Shield &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Blizzard &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Slows everything on the map down except for the tower. Lasts up to 60 seconds.&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Destruction &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Fire &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fireball &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a projectile that deals damage upon arrival.&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 250+1.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←→↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| Inital: 2000+5*EC&lt;br /&gt;
DoT: 500+2*EC/s&lt;br /&gt;
|-&lt;br /&gt;
| Inferno &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of damage which increases the lower the hitpoints of the targets are.&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 100000+15*EC&lt;br /&gt;
Mult: 1000 at 0% enemy HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Darkness &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unholy Blast &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.&lt;br /&gt;
| 50+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Soul Siphon &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 1% of towers max. hp / sec.&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 1000+0.2*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Electricity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Thundershock &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers current energy after subtracting the cost of this spell.&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 10+0.6*Current Energy&lt;br /&gt;
|-&lt;br /&gt;
| Lightning &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers maximum shield.&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 10+1.25*Max. Shield&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Surge &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 10+0.08*Current Energy /s&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Alternation &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Nature &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Regrowth &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds&lt;br /&gt;
| 20+10%&lt;br /&gt;
| +0.5%*Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;EC&lt;br /&gt;
|-&lt;br /&gt;
| Thorns &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 50% of incoming damage + 10% of current shield&lt;br /&gt;
|-&lt;br /&gt;
| Seeds &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑→←←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Air &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Air Burst &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 100+0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Tornado &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0.08*EC /s&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Obliteration &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neutral &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Gatling &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓↑↓←→←→←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←←→→→↑↑↓↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 5000+0.75*EC&lt;br /&gt;
|-&lt;br /&gt;
| Amplify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑↑↑↑↑↑↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Universal &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Anti-matter Blast &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓←↓→↓←→↑↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 30000+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Cosmic Ray &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↓←↓←↑↑↓←→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 50000+22.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Black Hole &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↑↓←→↑↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very slow blackhole that absorbs enemy projectiles on its way.&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 175000+30*EC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thorus(final)===&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).&lt;br /&gt;
Many buildings of the town get &amp;quot;super upgrades&amp;quot; that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.&lt;br /&gt;
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Endgame spoilers - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''None Currently''' &lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Final Attack:''' Defeat phase 2 Thorus.&lt;br /&gt;
*'''Pure Heart:''' Revive Dr. Cubical after defeating phase 2 Thorus.&lt;br /&gt;
*'''Perfect Tower:''' Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.&lt;br /&gt;
*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2583</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2583"/>
		<updated>2022-08-19T12:53:26Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''322''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers.&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|100|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|26|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|101||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||R15: [[Chaos]]: Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||21||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.11.0 B5, there are '''4''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2580</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2580"/>
		<updated>2022-08-18T15:03:33Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you should buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
Rewards include exotic gems, arifacts, achivements and military tier requirements.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Cylindro fight description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''None currently'''&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''You Spin Me Right Around:''' Defeat Cylindro while he is doing his slam attack.&lt;br /&gt;
*'''Cylindro Hater:''' Defeat Cylindro 1000 times.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Metal Plating:''' 15% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Botanophobia:''' Destroy all vines before destroying any tesla coils.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Cubos Cube:''' 100% chance to drop on victory.&lt;br /&gt;
*'''Incendiary Device:''' 15% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Not A Scratch:''' Defeat Cubos Jr. without taking any damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Dice Of Fate:''' 10% chance to drop on victory +1% chance on every victory.&lt;br /&gt;
*'''Necronomicon:''' 5% chance to drop on victory. +1% chance on every victory&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Born Under A Lucky Star:''' Defeat Dodecai without discarding any cards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Final Boss===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;'''WARNING, MAJOR SPOILER BELOW'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thorus===&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs {{cost|1e50|Black}}&lt;br /&gt;
*'''Local Save Insurance:''' Costs {{cost|1e60|Black}}&lt;br /&gt;
*'''Account Insurance:''' Costs {{cost|1e70|Black}}&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Element&lt;br /&gt;
! Spell&lt;br /&gt;
! Keys&lt;br /&gt;
! Description&lt;br /&gt;
! Energy Cost&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Protection &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Light &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blessing &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Heals the tower.&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 10%+50+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Divinity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.&lt;br /&gt;
| 750+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Flash &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly cancels the current active boss ability.&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Earth &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Earth Shield &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a shield that absorbs a fixed amount of damage before disappearing again.&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 3*EC&lt;br /&gt;
|-&lt;br /&gt;
| Fortify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Geosphere &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Water &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprinkler &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Increases the hitpoint, shield and energy regeneration by +1% per second.&lt;br /&gt;
| 25+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ice Shield &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Blizzard &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Slows everything on the map down except for the tower. Lasts up to 60 seconds.&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Destruction &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Fire &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fireball &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a projectile that deals damage upon arrival.&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 250+1.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←→↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| Inital: 2000+5*EC&lt;br /&gt;
DoT: 500+2*EC/s&lt;br /&gt;
|-&lt;br /&gt;
| Inferno &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of damage which increases the lower the hitpoints of the targets are.&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 100000+15*EC&lt;br /&gt;
Mult: 1000 at 0% enemy HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Darkness &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unholy Blast &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.&lt;br /&gt;
| 50+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Soul Siphon &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 1% of towers max. hp / sec.&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 1000+0.2*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Electricity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Thundershock &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers current energy after subtracting the cost of this spell.&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 10+0.6*Current Energy&lt;br /&gt;
|-&lt;br /&gt;
| Lightning &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers maximum shield.&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 10+1.25*Max. Shield&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Surge &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 10+0.08*Current Energy /s&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Alternation &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Nature &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Regrowth &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds&lt;br /&gt;
| 20+10%&lt;br /&gt;
| +0.5%*Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;EC&lt;br /&gt;
|-&lt;br /&gt;
| Thorns &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 50% of incoming damage + 10% of current shield&lt;br /&gt;
|-&lt;br /&gt;
| Seeds &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑→←←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Air &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Air Burst &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 100+0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Tornado &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0.08*EC /s&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Obliteration &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neutral &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Gatling &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓↑↓←→←→←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←←→→→↑↑↓↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 5000+0.75*EC&lt;br /&gt;
|-&lt;br /&gt;
| Amplify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑↑↑↑↑↑↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Universal &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Anti-matter Blast &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓←↓→↓←→↑↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 30000+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Cosmic Ray &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↓←↓←↑↑↓←→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 50000+22.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Black Hole &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↑↓←→↑↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very slow blackhole that absorbs enemy projectiles on its way.&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 175000+30*EC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thorus(final)===&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).&lt;br /&gt;
Many buildings of the town get &amp;quot;super upgrades&amp;quot; that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.&lt;br /&gt;
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Endgame spoilers - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''None Currently''' &lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Final Attack:''' Defeat phase 2 Thorus.&lt;br /&gt;
*'''Pure Heart:''' Revive Dr. Cubical after defeating phase 2 Thorus.&lt;br /&gt;
*'''Perfect Tower:''' Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.&lt;br /&gt;
*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2544</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2544"/>
		<updated>2022-07-20T22:14:59Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''318''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Beat Choas Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers.&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|100|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|26|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral and universal enemies that enter it.&lt;br /&gt;
|Neutral Universal||ACTIVE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||R15: [[Chaos]]: Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17|| || || ||18|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||19||20||21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||22||23|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||24||25||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||18||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||21||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||20||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||19||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||22||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||23||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||24||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||25||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||26||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.10.0 B6, there are '''3''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=2526</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=2526"/>
		<updated>2022-06-12T00:12:41Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Optimal solution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many icons that interact with the ball, and is able to be altered, with increasing costs for each alteration. Recreating the board resets the alteration cost and creates a new gravity grid. Click the launch button at the bottom left starts the simulation, the particle starts to move along the grid guided by arrows and other components. If the particle move outside of the grid then the simulation will stop Instantly. Recreate button generate a random grid (with only normal, and gravitation orbs.)&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Icons that have different effects on the ball. Click one to activate, then clicking icons on the gravity board changes the icons to the currently selected component. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''Normal''': Sends the ball in the direction pointed. Disappears after one use.&lt;br /&gt;
*'''Gravup''': Increases gravity of the ball.&lt;br /&gt;
*'''Gravdown''': Decreases gravity of the ball.&lt;br /&gt;
*'''Infinite''': Sends the ball in the direction pointed. Stays forever. Only can be placed 1 maximum at the same time&lt;br /&gt;
*'''3 times''': Sends the ball in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''Rotating''': Sends the ball in the direction pointed and rotate its direction clockwise after each uses. Can only be placed 3 maximum at the same time. Rotation stays even after resetted&lt;br /&gt;
*'''Refresh''': Resets the component (used component can be used again, Rotating component won't reset direction). Maximum 1 can be placed at the same time. Unlocked after choosing this from prestige&lt;br /&gt;
*'''Reflect''': Reflects the particle (the particle will bounce back on vertical and horizontal position, and will bounce to the left on diagonal position.) Lasts for 2 uses. Unlocked after choosing this from prestige&lt;br /&gt;
*'''5 Times''': Sends the ball in the direction pointed. Lasts for 5 uses. Maximum 4 of this component can be placed at the same time. Unlocked after choosing this from prestige&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components&lt;br /&gt;
&lt;br /&gt;
*'''Rotate''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''Rotate (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige increases the gravity orbs power by 25% (multiplicative) and unlocks a new component ('''Refresh''', '''Reflect''' or '''5 Times'''). On this experiment, the player can prestige at any time but the component prices raise each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 547 Positive, 543 Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution&lt;br /&gt;
[[File:Universal experiment positive.png|thumb|Best layout for negative, credit to TigTig for the solution]]&lt;br /&gt;
[[File:Universal experiment negative.png|thumb|Best layout for negative, credit to TigTig for the solution]]&lt;br /&gt;
[[File:Universal_best_solution.png|thumb|Old negative solution, use if low on prestige's]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|30px]] Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 31.1G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal 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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Universal_experiment_negative.png&amp;diff=2525</id>
		<title>File:Universal experiment negative.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Universal_experiment_negative.png&amp;diff=2525"/>
		<updated>2022-06-12T00:07:37Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;negative layout for Universal experiment&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Universal_experiment_positive.png&amp;diff=2524</id>
		<title>File:Universal experiment positive.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Universal_experiment_positive.png&amp;diff=2524"/>
		<updated>2022-06-12T00:06:38Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;layout for uni exp positive&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2486</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2486"/>
		<updated>2022-05-10T18:27:02Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Fight Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you should buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 1&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&lt;br /&gt;
'''WARNING, MAJOR SPOILER BELOW: FINAL BOSS SPOILER'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 5&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thorus===&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs 100QiD (1e50) Statue Resources&lt;br /&gt;
*'''Local Save Insurance:''' Costs 1Vi (1e60) Statue Resources&lt;br /&gt;
*'''Account Insurance:''' Costs 10TVi (1e70) Statue Resources&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
'''Protection'''&lt;br /&gt;
&lt;br /&gt;
*'''Light'''&lt;br /&gt;
&lt;br /&gt;
#'''Blessing:'''&lt;br /&gt;
#'''divinity:'''&lt;br /&gt;
#'''flash:'''&lt;br /&gt;
&lt;br /&gt;
*'''Earth'''&lt;br /&gt;
&lt;br /&gt;
#'''earth shield:'''&lt;br /&gt;
#'''fortify:'''&lt;br /&gt;
&lt;br /&gt;
*'''Water'''&lt;br /&gt;
&lt;br /&gt;
#'''sprinkler:'''&lt;br /&gt;
#'''ice shield:'''&lt;br /&gt;
#'''blizzard:'''&lt;br /&gt;
&lt;br /&gt;
'''Destruction'''&lt;br /&gt;
&lt;br /&gt;
*'''Fire'''&lt;br /&gt;
&lt;br /&gt;
#'''fireball:'''&lt;br /&gt;
#'''firestorm:'''&lt;br /&gt;
#'''inferno:'''&lt;br /&gt;
&lt;br /&gt;
*'''Darkness'''&lt;br /&gt;
&lt;br /&gt;
#'''unholy blast:'''&lt;br /&gt;
#'''soul siphon:'''&lt;br /&gt;
#'''nightmare:'''&lt;br /&gt;
&lt;br /&gt;
*'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
#'''thundershock:'''&lt;br /&gt;
#'''lightning:'''&lt;br /&gt;
#'''tesla surge:'''&lt;br /&gt;
&lt;br /&gt;
'''Alteration'''&lt;br /&gt;
&lt;br /&gt;
*'''Nature'''&lt;br /&gt;
&lt;br /&gt;
#'''regrowth:'''&lt;br /&gt;
#'''thorns:'''&lt;br /&gt;
#'''seeds:'''&lt;br /&gt;
&lt;br /&gt;
*'''Air'''&lt;br /&gt;
&lt;br /&gt;
#'''air burst:'''&lt;br /&gt;
#'''tornado:'''&lt;br /&gt;
#'''vacuum:'''&lt;br /&gt;
&lt;br /&gt;
'''Obliteration'''&lt;br /&gt;
&lt;br /&gt;
*'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
#'''gattling:'''&lt;br /&gt;
#'''shockwave:'''&lt;br /&gt;
#'''amplify:'''&lt;br /&gt;
&lt;br /&gt;
*'''Universal'''&lt;br /&gt;
&lt;br /&gt;
#'''antimatter blast:'''&lt;br /&gt;
#'''cosmic ray:'''&lt;br /&gt;
#'''black hole:'''&lt;br /&gt;
&lt;br /&gt;
===Thorus(final)===&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2482</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2482"/>
		<updated>2022-05-10T14:51:07Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you should buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 1&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&lt;br /&gt;
'''WARNING, MAJOR SPOILER BELOW: FINAL BOSS SPOILER'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 5&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thorus===&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs 100QiD (1e50) Statue Resources&lt;br /&gt;
*'''Local Save Insurance:''' Costs 1Vi (1e60) Statue Resources&lt;br /&gt;
*'''Account Insurance:''' Costs 10TVi (1e70) Statue Resources&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
'''Protection'''&lt;br /&gt;
&lt;br /&gt;
*'''Light'''&lt;br /&gt;
&lt;br /&gt;
#'''Blessing:'''&lt;br /&gt;
#'''divinity:'''&lt;br /&gt;
#'''flash:'''&lt;br /&gt;
&lt;br /&gt;
*'''Earth'''&lt;br /&gt;
&lt;br /&gt;
#'''earth shield:'''&lt;br /&gt;
#'''fortify:'''&lt;br /&gt;
&lt;br /&gt;
*'''Water'''&lt;br /&gt;
&lt;br /&gt;
#'''sprinkler:'''&lt;br /&gt;
#'''ice shield:'''&lt;br /&gt;
#'''blizzard:'''&lt;br /&gt;
&lt;br /&gt;
'''Destruction'''&lt;br /&gt;
&lt;br /&gt;
*'''Fire'''&lt;br /&gt;
&lt;br /&gt;
#'''fireball:'''&lt;br /&gt;
#'''firestorm:'''&lt;br /&gt;
#'''inferno:'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness'''&lt;br /&gt;
&lt;br /&gt;
#'''unholy blast:'''&lt;br /&gt;
#'''soul siphon:'''&lt;br /&gt;
#'''nightmare:'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
#'''thundershock:'''&lt;br /&gt;
#'''lightning:'''&lt;br /&gt;
#'''tesla surge:'''&lt;br /&gt;
&lt;br /&gt;
*'''Alteration'''&lt;br /&gt;
&lt;br /&gt;
'''Nature'''&lt;br /&gt;
tbd&lt;br /&gt;
'''Air'''&lt;br /&gt;
tbd&lt;br /&gt;
*'''Obliteration'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
tbd&lt;br /&gt;
'''Universal'''&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thorus(final)===&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2420</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2420"/>
		<updated>2022-05-08T23:04:28Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you should buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 1&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&lt;br /&gt;
'''WARNING, MAJOR SPOILER BELOW: FINIAL BOSS SPOILER'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 5&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thorus===&lt;br /&gt;
Unlike other bosses which need only an MT requirement, Thorus, in addition to needing mt15, needs to have all infinity stones active and on a special toggle perk at the bottom of infinity perk list(not required after 1st defeat)&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These are '''required''' to fight the boss&lt;br /&gt;
Cloud Save- costs 1e50 black cubes&lt;br /&gt;
Local Save- costs 1e60 black cubes&lt;br /&gt;
Account- costs 1e70 black cubes&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
     '''Insert spell category here'''&lt;br /&gt;
'''Insert spell element here'''&lt;br /&gt;
*'''(insert spell here):'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thorus(final)===&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2286</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2286"/>
		<updated>2022-02-15T19:26:49Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 6 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
* [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Minimap || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || 10000 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*5 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving(WASD), waiting(Space) or placing bombs(Q).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
===Maze Generation===&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
===Upgrades (R to open):===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
* [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine) &lt;br /&gt;
'''warning''': the boss 5 card currently isn't in the game, since boss 5 isn't in the game either&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, ????(boss 5, not in-game yet) || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power || Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos ||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2285</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2285"/>
		<updated>2022-02-15T19:26:27Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Lucky Wheel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 6 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Minimap || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || 10000 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*5 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving(WASD), waiting(Space) or placing bombs(Q).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
===Maze Generation===&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
===Upgrades (R to open):===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
* [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine) &lt;br /&gt;
'''warning''': the boss 5 card currently isn't in the game, since boss 5 isn't in the game either&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, ????(boss 5, not in-game yet) || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power || Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos ||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2284</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2284"/>
		<updated>2022-02-13T17:38:52Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 5 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Minimap || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || 10000 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*5 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving(WASD), waiting(Space) or placing bombs(Q).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
===Maze Generation===&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
===Upgrades (R to open):===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
* [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine) &lt;br /&gt;
'''warning''': the boss 5 card currently isn't in the game, since boss 5 isn't in the game either&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, ????(boss 5, not in-game yet) || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power || Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos ||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2262</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2262"/>
		<updated>2022-02-12T15:15:29Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the arcade does nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
Here you can spend tokens to buy modules.&lt;br /&gt;
&lt;br /&gt;
==Modules you can get==&lt;br /&gt;
&lt;br /&gt;
===Energy recycling===&lt;br /&gt;
&lt;br /&gt;
Reduces energy cost of all modules which cost energy.&lt;br /&gt;
&lt;br /&gt;
Costs 100 tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Death wish===&lt;br /&gt;
&lt;br /&gt;
Increases outgoing damage by a certain percentage and incoming damage by half of that amount.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Strike back===&lt;br /&gt;
&lt;br /&gt;
Taking damage that is more than 60% of your health has a chance to increase attackspeed for a short time.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Desperado===&lt;br /&gt;
Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Daigoparry===&lt;br /&gt;
&lt;br /&gt;
Parry the next 15 hits that would kill you.&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
&lt;br /&gt;
===Lucky Wheel===&lt;br /&gt;
Spin a wheel to revive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can to be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 5 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jumble===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Adventure===&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks.&lt;br /&gt;
&lt;br /&gt;
====Map====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
Cards allow you to gain bonus skillpoints each tier gives 1,2,3,5,8,13 more Sp, for a total of 42(note that common gives 1 and divine gives 13 in the list to the left)&lt;br /&gt;
There are currently 45 unique cards, and 9 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine) &lt;br /&gt;
'''warning''': the boss 5 card currently isn't in the game, since boss 5 isn't in the game either&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five || Cylindro, Pyramidas, Cubos Jr., Dodecai, ????(boss 5, not in-game yet) || Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power|| Defensive, Offensive, Utility, Ultimate, Special || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins || Forest, Desert, Winter, Underground, Volcano || Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench || High Mountain, Jungle, Metallic Ruins, Beach, Ocean|| Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World || Neutral, Dark Realm, Heaven, Universe, Chaos||  Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals || Fire, Water, Earth, Nature, Air|| Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy || Neutral, Light, Darkness, Electricity, Universal || Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil || Tank, Archer, Wizard, Assassin, Boss ||  Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone || Heart, Armor, Sword, Bomb, Boots || Adventure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Perfect Space===&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
====Upgrades (R to open):====&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
====Abilities:====&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
==Exotic skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2261</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2261"/>
		<updated>2022-02-12T14:45:40Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the arcade does nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
Here you can spend tokens to buy modules.&lt;br /&gt;
&lt;br /&gt;
==Modules you can get==&lt;br /&gt;
&lt;br /&gt;
===Energy recycling===&lt;br /&gt;
&lt;br /&gt;
Reduces energy cost of all modules which cost energy.&lt;br /&gt;
&lt;br /&gt;
Costs 100 tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Death wish===&lt;br /&gt;
&lt;br /&gt;
Increases outgoing damage by a certain percentage and incoming damage by half of that amount.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Strike back===&lt;br /&gt;
&lt;br /&gt;
Taking damage that is more than 60% of your health has a chance to increase attackspeed for a short time.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Desperado===&lt;br /&gt;
Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Daigoparry===&lt;br /&gt;
&lt;br /&gt;
Parry the next 15 hits that would kill you.&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
&lt;br /&gt;
===Lucky Wheel===&lt;br /&gt;
Spin a wheel to revive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can to be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 5 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jumble===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Adventure===&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks.&lt;br /&gt;
&lt;br /&gt;
====Map====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Perfect Space===&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
====Upgrades (R to open):====&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
====Abilities:====&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
==Exotic skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2260</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2260"/>
		<updated>2022-02-12T14:27:55Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the arcade does nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
Here you can spend tokens to buy modules.&lt;br /&gt;
&lt;br /&gt;
==Modules you can get==&lt;br /&gt;
&lt;br /&gt;
===Energy recycling===&lt;br /&gt;
&lt;br /&gt;
Reduces energy cost of all modules which cost energy.&lt;br /&gt;
&lt;br /&gt;
Costs 100 tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Death wish===&lt;br /&gt;
&lt;br /&gt;
Increases outgoing damage by a certain percentage and incoming damage by half of that amount.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Strike back===&lt;br /&gt;
&lt;br /&gt;
Taking damage that is more than 60% of your health has a chance to increase attackspeed for a short time.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Desperado===&lt;br /&gt;
Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Daigoparry===&lt;br /&gt;
&lt;br /&gt;
Parry the next 15 hits that would kill you.&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
&lt;br /&gt;
===Lucky Wheel===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Jumble===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Adventure===&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks.&lt;br /&gt;
&lt;br /&gt;
====Map====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Perfect Space===&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
====Upgrades (R to open):====&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
====Abilities:====&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
==Exotic skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2259</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2259"/>
		<updated>2022-02-12T14:26:05Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the arcade does nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
Here you can spend tokens to buy modules.&lt;br /&gt;
&lt;br /&gt;
==Modules you can get==&lt;br /&gt;
&lt;br /&gt;
===Energy recycling===&lt;br /&gt;
&lt;br /&gt;
Reduces energy cost of all modules which cost energy.&lt;br /&gt;
&lt;br /&gt;
Costs 100 tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Death wish===&lt;br /&gt;
&lt;br /&gt;
Increases outgoing damage by a certain percentage and incoming damage by half of that amount.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Strike back===&lt;br /&gt;
&lt;br /&gt;
Taking damage that is more than 60% of your health has a chance to increase attackspeed for a short time.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Desperado===&lt;br /&gt;
Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
&lt;br /&gt;
Costs 100 arcade tokens and 1000 arcade resources.&lt;br /&gt;
&lt;br /&gt;
===Daigoparry===&lt;br /&gt;
&lt;br /&gt;
Parry the next 15 hits that would kill you.&lt;br /&gt;
&lt;br /&gt;
'''This is an easter egg module.''' &lt;br /&gt;
Note: This unlock condition has been changed and will still be subject to further change in a future update.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A''').&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
&lt;br /&gt;
===Lucky Wheel===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Jumble===&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Adventure===&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks.&lt;br /&gt;
&lt;br /&gt;
====Map====&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
===Perfect Space===&lt;br /&gt;
(currently hidden due to rework)&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens every minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;E&amp;quot; for autofire&lt;br /&gt;
&lt;br /&gt;
====Upgrades (R to open):====&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of that spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases the maximum capacity of spaceship health.&lt;br /&gt;
*'''Health Regeneration:''' Increases the speed of spaceship health regeneration.&lt;br /&gt;
*'''Movement Speed:''' Increases the speed which the spaceship moves.&lt;br /&gt;
*'''Attack Speed:''' Decreases the interval between shooting bullets.&lt;br /&gt;
*'''Bullet Size:''' Increases the size of the spaceship's bullets.&lt;br /&gt;
*'''Dash:''' Reduces the cooldown of dash. (Hold direction and up arrow)&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun. (Q to activate)&lt;br /&gt;
&lt;br /&gt;
====Abilities:====&lt;br /&gt;
&lt;br /&gt;
*'''Leech:''' Restores health based on damage dealt.&lt;br /&gt;
*'''Piercing:''' Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
*'''Multishot:''' Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive unique rewards.&lt;br /&gt;
*'''Foretelling''' - Raises the luck factor for all minigames to the power of 1.1.&lt;br /&gt;
*'''Determination''' - Increase the luck factor in adventure based on rooms cleared and distance to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of jumble to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to manually refresh the rewards of the Lucky Wheel&lt;br /&gt;
*'''High Stakes''' - increases the amount of tokens gained from minigames.&lt;br /&gt;
&lt;br /&gt;
==Exotic skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens:''' Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''. (15)&lt;br /&gt;
*'''Spiked Tokens:''' Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output. (25)&lt;br /&gt;
*'''Charged Tokens:''' Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''. (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=2258</id>
		<title>Power Plant</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=2258"/>
		<updated>2022-02-12T14:18:34Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Network */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}&lt;br /&gt;
[[File:Yellow resource.png|left]]&lt;br /&gt;
The '''Power Plant''' is a building used to generate electricity to give speed boosts to other buildings.&lt;br /&gt;
[[File:PowerPlant.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Power Grid==&lt;br /&gt;
The power grid is where you place structures in order to generate and store energy.&lt;br /&gt;
&lt;br /&gt;
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty tile.&lt;br /&gt;
&lt;br /&gt;
To delete a structure, right-click the filled tile while not having any structure selected from the list. Doing so will refund you 25% of the resource you spent buying the component. This can be increased to 50% if you have Component Recycling Skill.&lt;br /&gt;
&lt;br /&gt;
Structures can connect with each other without the use of pipes, but pipes can be used to use resources more efficiently at times. &lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
This is where you spend your energy to speed up other buildings:&lt;br /&gt;
&lt;br /&gt;
*[[Construction Firm]]: Reduces construction time for buildings.&lt;br /&gt;
*[[Factory]]: Speeds up shard refining, store reload, machine speed, and fabricator speed.&lt;br /&gt;
*[[Mine]]: Speeds up the drill, asteroid mining time, and asteroid scanning time.&lt;br /&gt;
*[[Headquarters]]: Speeds up download of software and how fast contracts run out.&lt;br /&gt;
*[[Shipyard]]: Speeds up shipments.&lt;br /&gt;
*[[museum]]: speeds up artifact research time and offshore market refresh time.&lt;br /&gt;
*[[Workshop]]: To boost [[Workshop]] you need an [[Era]] artifact, speeds up Era related purposes.&lt;br /&gt;
*[[Arcade]]: To boost [[arcade]] you need to have something else(located in the spoiler below), reduces the time between delays(such as time between stopping jumble rows) and the timer for the lucky wheel manual refresh to be available  &amp;lt;spoiler&amp;gt; darkness infinity stone active &amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Trading Post]]: reduces the time between perk refreshes and the timer to reset trades&lt;br /&gt;
&lt;br /&gt;
The more energy you use, the longer and stronger the boost is. &lt;br /&gt;
&lt;br /&gt;
You can boost multiple buildings at the same time, but if they are boosted at &amp;lt;i&amp;gt;exactly&amp;lt;/i&amp;gt; the same time then they have to split the energy for the boost, and so the boosts will be weaker. If you are using workers to restart boosts this isn't a problem in practice, because the periods of each building are different, and so each building will end up boosted at a unique time.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
Boosting applies a percentage of the total available energy (10%, 25%, 50% or 100% depending on your selection) towards boosting. If there are multiple buildings being boosted simultaneously, the energy is split between them. (This splitting will not be shown in the preview numbers before you boost, but it will be apparent afterwards.) Call this energy being allocated to boosting a building &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt; is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;, and for time the slider runs from 100% to 1%. This does mean that the overall energy sums to 101%! Call the amount after the the slider &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For both time and effectiveness, &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt; is used as follows: &amp;lt;code&amp;gt;Result = log(PostSlider) * Perks * BaseValue&amp;lt;/code&amp;gt;. When displayed, &amp;lt;code&amp;gt;Result&amp;lt;/code&amp;gt; is rounded for effectiveness, but truncated for time. The base for the log is 10 normally, or 7 with the Super Boost skill. Perks include Town Perks, as well as the 1.25 multiplier from Max Power if at full power (only applies to effectiveness). The table of &amp;lt;code&amp;gt;BaseValues&amp;lt;/code&amp;gt; is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Time !! Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| Construction Firm || 4:00 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Factory || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| Mine || 3:20 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| Headquarters || 2:00 || 22%&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard || 5:00 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Museum || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| workshop || placeholder || placeholder&lt;br /&gt;
|-&lt;br /&gt;
| arcade || placeholder || placeholder&lt;br /&gt;
|-&lt;br /&gt;
| trading post || 3:00 || 15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
These are your structures for use in the power grid.&lt;br /&gt;
&lt;br /&gt;
You can unlock more by upgrading the Power Plant in the Construction Firm.&lt;br /&gt;
&lt;br /&gt;
You can upgrade structures if they are upgradeable. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
====Water Pump====&lt;br /&gt;
Provides infinite water.&lt;br /&gt;
&lt;br /&gt;
Cost: 25 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;[[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]&lt;br /&gt;
&lt;br /&gt;
====Fluid Pipe====&lt;br /&gt;
Transports 1000L of gas or fluid per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently used to move water from a water pump to a coal boiler, and to move steam from a coal boiler to a steam turbine.&lt;br /&gt;
&lt;br /&gt;
The pipe is gray when empty, blue when filled with water, and white when filled with steam.&lt;br /&gt;
&lt;br /&gt;
====Yellow Battery====&lt;br /&gt;
Adds +2000 power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, and is not needed to be connected to anything.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +1% Total Capacity per Yellow Battery (add.) (5 times), +50% Power Capacity (15 times)&lt;br /&gt;
&lt;br /&gt;
Note that the Total Capacity bonus applies to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; batteries, as well as the base 1000 power! I.e. if you have fully upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
&lt;br /&gt;
====Coal Chest====&lt;br /&gt;
Provides 2500kg of coal.&lt;br /&gt;
&lt;br /&gt;
Cost: 40 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be placed next to a coal boiler.&lt;br /&gt;
&lt;br /&gt;
Has to be replaced periodically, as it will run out of coal.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +25% Coal (mul.) (30 times, Cost: 25000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Coal Boiler====&lt;br /&gt;
Turns 100L of water, and 4 kg of coal into 30L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 150 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to a water pump and a coal chest to function.&lt;br /&gt;
&lt;br /&gt;
====Steam Turbine====&lt;br /&gt;
Transforms 10L of steam into 30 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 60 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to an active coal boiler to generate energy.&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
&lt;br /&gt;
====Oil Barrel====&lt;br /&gt;
Provides 10000L of oil&lt;br /&gt;
&lt;br /&gt;
Cost: 1000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +20% Oil (mul.) (30 times, Cost: 100000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Oil Furnace====&lt;br /&gt;
Turns 20L of oil and 200L of water into 100L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 17500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gas Tank====&lt;br /&gt;
provides 20000L of gas.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
can be placed anywhere, as long as fluid pipes connect it to a gas turbine.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +20% Gas (mul.) (30 times, Cost: 125000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Gas Turbine====&lt;br /&gt;
Turns 25L of gas into 100 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
&lt;br /&gt;
====Water Turbine====&lt;br /&gt;
Uses 20L of water to provide 3 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 20000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with pipes or directly to a Water Pump&lt;br /&gt;
&lt;br /&gt;
====Solar Panel====&lt;br /&gt;
Produces 1 power per tick (0 when raining).&lt;br /&gt;
&lt;br /&gt;
Cost: 10000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wind Turbine====&lt;br /&gt;
Produces 0~4 power per tick (min. of 0 without wind and max of 4 when there is a hurricane).&lt;br /&gt;
&lt;br /&gt;
Cost: 12500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Red Battery====&lt;br /&gt;
Gives +25000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
&lt;br /&gt;
====Lava Pump====&lt;br /&gt;
Provides 10M L of lava.&lt;br /&gt;
&lt;br /&gt;
Cost: 25000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lava can be moved with a fluid pipe.&lt;br /&gt;
&lt;br /&gt;
====Thermal Generator====&lt;br /&gt;
Turns 100L of lava and 100L of water into 200 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with a pipe or directly to a lava pump. &lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
&lt;br /&gt;
====Fission Reactor====&lt;br /&gt;
Transforms 1Kg of Uranium and 100L of water into 200L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Uranium Box====&lt;br /&gt;
Provides 50000Kg of Uranium.&lt;br /&gt;
&lt;br /&gt;
Cost: 75000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +10% Uranium (mul.) (30 times, Cost: 5000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Blue Battery====&lt;br /&gt;
Gives +500000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 6===&lt;br /&gt;
&lt;br /&gt;
====Fusion Reactor====&lt;br /&gt;
Transforms 250L of He3 into 500L of Plasma&lt;br /&gt;
&lt;br /&gt;
Cost: 1750000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Helium3 Tank====&lt;br /&gt;
Provides 100000L of He3&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +8% Gas (mul.) (30 times, Cost: 25000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Plasma Pipe====&lt;br /&gt;
Transport 1000L of Plasma per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Plasma Turbine====&lt;br /&gt;
Transform 100L of Plasma into 5000 power per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
*'''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
*'''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if (you're stonking) the current amount of power exceeds the maximum amount.&lt;br /&gt;
*'''Component Recycling''' - Increases the amount of resources returned from selling components to 50% instead of 25%.&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
*'''Hibernation Mode''' - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.&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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=2257</id>
		<title>Power Plant</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=2257"/>
		<updated>2022-02-12T14:16:00Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}&lt;br /&gt;
[[File:Yellow resource.png|left]]&lt;br /&gt;
The '''Power Plant''' is a building used to generate electricity to give speed boosts to other buildings.&lt;br /&gt;
[[File:PowerPlant.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Power Grid==&lt;br /&gt;
The power grid is where you place structures in order to generate and store energy.&lt;br /&gt;
&lt;br /&gt;
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty tile.&lt;br /&gt;
&lt;br /&gt;
To delete a structure, right-click the filled tile while not having any structure selected from the list. Doing so will refund you 25% of the resource you spent buying the component. This can be increased to 50% if you have Component Recycling Skill.&lt;br /&gt;
&lt;br /&gt;
Structures can connect with each other without the use of pipes, but pipes can be used to use resources more efficiently at times. &lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
This is where you spend your energy to speed up other buildings:&lt;br /&gt;
&lt;br /&gt;
*[[Construction Firm]]: Reduces construction time for buildings.&lt;br /&gt;
*[[Factory]]: Speeds up shard refining, store reload, machine speed, and fabricator speed.&lt;br /&gt;
*[[Mine]]: Speeds up the drill, asteroid mining time, and asteroid scanning time.&lt;br /&gt;
*[[Headquarters]]: Speeds up download of software and how fast contracts run out.&lt;br /&gt;
*[[Shipyard]]: Speeds up shipments.&lt;br /&gt;
*[[museum]]: speeds up artifact research time and offshore market refresh time.&lt;br /&gt;
*[[Workshop]]: To boost [[Workshop]] you need an [[Era]] artifact, speeds up Era related purposes.&lt;br /&gt;
*[[arcade]]: To boost [[arcade]] you need to have something else(located in the spoiler below), reduces the time between delays(such as time between stopping jumble rows) and the timer for the lucky wheel manual refresh to be available  &amp;lt;spoiler&amp;gt; darkness infinity stone active &amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[trading post]]: reduces the time between perk refreshes and the timer to reset trades&lt;br /&gt;
&lt;br /&gt;
The more energy you use, the longer and stronger the boost is. &lt;br /&gt;
&lt;br /&gt;
You can boost multiple buildings at the same time, but if they are boosted at &amp;lt;i&amp;gt;exactly&amp;lt;/i&amp;gt; the same time then they have to split the energy for the boost, and so the boosts will be weaker. If you are using workers to restart boosts this isn't a problem in practice, because the periods of each building are different, and so each building will end up boosted at a unique time.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
Boosting applies a percentage of the total available energy (10%, 25%, 50% or 100% depending on your selection) towards boosting. If there are multiple buildings being boosted simultaneously, the energy is split between them. (This splitting will not be shown in the preview numbers before you boost, but it will be apparent afterwards.) Call this energy being allocated to boosting a building &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt; is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;, and for time the slider runs from 100% to 1%. This does mean that the overall energy sums to 101%! Call the amount after the the slider &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For both time and effectiveness, &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt; is used as follows: &amp;lt;code&amp;gt;Result = log(PostSlider) * Perks * BaseValue&amp;lt;/code&amp;gt;. When displayed, &amp;lt;code&amp;gt;Result&amp;lt;/code&amp;gt; is rounded for effectiveness, but truncated for time. The base for the log is 10 normally, or 7 with the Super Boost skill. Perks include Town Perks, as well as the 1.25 multiplier from Max Power if at full power (only applies to effectiveness). The table of &amp;lt;code&amp;gt;BaseValues&amp;lt;/code&amp;gt; is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Time !! Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| Construction Firm || 4:00 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Factory || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| Mine || 3:20 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| Headquarters || 2:00 || 22%&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard || 5:00 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Museum || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| workshop || placeholder || placeholder&lt;br /&gt;
|-&lt;br /&gt;
| arcade || placeholder || placeholder&lt;br /&gt;
|-&lt;br /&gt;
| trading post || 3:00 || 15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
These are your structures for use in the power grid.&lt;br /&gt;
&lt;br /&gt;
You can unlock more by upgrading the Power Plant in the Construction Firm.&lt;br /&gt;
&lt;br /&gt;
You can upgrade structures if they are upgradeable. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
====Water Pump====&lt;br /&gt;
Provides infinite water.&lt;br /&gt;
&lt;br /&gt;
Cost: 25 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;[[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]&lt;br /&gt;
&lt;br /&gt;
====Fluid Pipe====&lt;br /&gt;
Transports 1000L of gas or fluid per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently used to move water from a water pump to a coal boiler, and to move steam from a coal boiler to a steam turbine.&lt;br /&gt;
&lt;br /&gt;
The pipe is gray when empty, blue when filled with water, and white when filled with steam.&lt;br /&gt;
&lt;br /&gt;
====Yellow Battery====&lt;br /&gt;
Adds +2000 power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, and is not needed to be connected to anything.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +1% Total Capacity per Yellow Battery (add.) (5 times), +50% Power Capacity (15 times)&lt;br /&gt;
&lt;br /&gt;
Note that the Total Capacity bonus applies to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; batteries, as well as the base 1000 power! I.e. if you have fully upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
&lt;br /&gt;
====Coal Chest====&lt;br /&gt;
Provides 2500kg of coal.&lt;br /&gt;
&lt;br /&gt;
Cost: 40 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be placed next to a coal boiler.&lt;br /&gt;
&lt;br /&gt;
Has to be replaced periodically, as it will run out of coal.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +25% Coal (mul.) (30 times, Cost: 25000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Coal Boiler====&lt;br /&gt;
Turns 100L of water, and 4 kg of coal into 30L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 150 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to a water pump and a coal chest to function.&lt;br /&gt;
&lt;br /&gt;
====Steam Turbine====&lt;br /&gt;
Transforms 10L of steam into 30 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 60 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to an active coal boiler to generate energy.&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
&lt;br /&gt;
====Oil Barrel====&lt;br /&gt;
Provides 10000L of oil&lt;br /&gt;
&lt;br /&gt;
Cost: 1000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +20% Oil (mul.) (30 times, Cost: 100000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Oil Furnace====&lt;br /&gt;
Turns 20L of oil and 200L of water into 100L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 17500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gas Tank====&lt;br /&gt;
provides 20000L of gas.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
can be placed anywhere, as long as fluid pipes connect it to a gas turbine.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +20% Gas (mul.) (30 times, Cost: 125000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Gas Turbine====&lt;br /&gt;
Turns 25L of gas into 100 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
&lt;br /&gt;
====Water Turbine====&lt;br /&gt;
Uses 20L of water to provide 3 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 20000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with pipes or directly to a Water Pump&lt;br /&gt;
&lt;br /&gt;
====Solar Panel====&lt;br /&gt;
Produces 1 power per tick (0 when raining).&lt;br /&gt;
&lt;br /&gt;
Cost: 10000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wind Turbine====&lt;br /&gt;
Produces 0~4 power per tick (min. of 0 without wind and max of 4 when there is a hurricane).&lt;br /&gt;
&lt;br /&gt;
Cost: 12500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Red Battery====&lt;br /&gt;
Gives +25000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
&lt;br /&gt;
====Lava Pump====&lt;br /&gt;
Provides 10M L of lava.&lt;br /&gt;
&lt;br /&gt;
Cost: 25000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lava can be moved with a fluid pipe.&lt;br /&gt;
&lt;br /&gt;
====Thermal Generator====&lt;br /&gt;
Turns 100L of lava and 100L of water into 200 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with a pipe or directly to a lava pump. &lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
&lt;br /&gt;
====Fission Reactor====&lt;br /&gt;
Transforms 1Kg of Uranium and 100L of water into 200L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Uranium Box====&lt;br /&gt;
Provides 50000Kg of Uranium.&lt;br /&gt;
&lt;br /&gt;
Cost: 75000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +10% Uranium (mul.) (30 times, Cost: 5000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Blue Battery====&lt;br /&gt;
Gives +500000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 6===&lt;br /&gt;
&lt;br /&gt;
====Fusion Reactor====&lt;br /&gt;
Transforms 250L of He3 into 500L of Plasma&lt;br /&gt;
&lt;br /&gt;
Cost: 1750000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Helium3 Tank====&lt;br /&gt;
Provides 100000L of He3&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +8% Gas (mul.) (30 times, Cost: 25000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Plasma Pipe====&lt;br /&gt;
Transport 1000L of Plasma per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Plasma Turbine====&lt;br /&gt;
Transform 100L of Plasma into 5000 power per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
*'''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
*'''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if (you're stonking) the current amount of power exceeds the maximum amount.&lt;br /&gt;
*'''Component Recycling''' - Increases the amount of resources returned from selling components to 50% instead of 25%.&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
*'''Hibernation Mode''' - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.&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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=1949</id>
		<title>Experiment: Water</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=1949"/>
		<updated>2021-10-19T20:55:10Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WaterExperiment.png|thumb|The Water Experiment]]&lt;br /&gt;
[[File:Experiment Water icon.png|left]]&lt;br /&gt;
The '''Water experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 4.&lt;br /&gt;
&lt;br /&gt;
The goal of the Water Experiment is to pump a certain amount of water and cool said water to a certain temperature.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Experiment==&lt;br /&gt;
The water experiment consists of 2 main parts: the '''Tank''' and the '''Battery'''. The tank can initially hold up to 100 L of water.&lt;br /&gt;
&lt;br /&gt;
Below the Tank are 3 buttons:&lt;br /&gt;
&lt;br /&gt;
*'''Fill''': Fills the tank at a rate of 1 L/s&lt;br /&gt;
*'''Freeze''': Cools the contents of the tank down at a rate of 0.5&amp;amp;deg;C/L/h&lt;br /&gt;
*'''Drain''': Drains the tank at a rate of 1 L/s&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a button below the battery:&lt;br /&gt;
&lt;br /&gt;
*'''Charge''': Charges the battery at a rate of 2 W/s&lt;br /&gt;
&lt;br /&gt;
You can only have 1 of these buttons active at any one time.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
The upgrade store allows you to buy upgrades for the experiment tab. The price of each upgrade starts out at {{cost|100|green}}, and gets multiplied by x100 every time you buy an upgrade. Using prestige (especially the &amp;quot;Free Upgrade&amp;quot; prestige) is thus vital to being able to afford them. Upgrades and upgrade costs can be reset with the Reset button, along with all experiment progress.&lt;br /&gt;
&lt;br /&gt;
====Pump====&lt;br /&gt;
The base rate at which water is pumped into or drained from the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1L / sec., 4 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Tank (Volume)====&lt;br /&gt;
The maximum amount of water that fits into the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Volume: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100L, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Freezer====&lt;br /&gt;
&amp;quot;The base rate at which the freezer cools down the water displayed in &amp;amp;deg;C per L of water per hour.&amp;quot; (It's actually &amp;amp;deg;C times L of water per hour.)&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 1.9&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * -0.5&amp;amp;deg;C/L/h, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overfill (Tank)====&lt;br /&gt;
Allows the tank to be filled beyond the maximum at a slower rate. X represents the excess water.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Max.)====&lt;br /&gt;
The maximum amount of power the battery can store. (Should be in Joules, not Watts.)&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 400W + lvl * 200W, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Power Usage====&lt;br /&gt;
The battery consumption factor of draining, freezing and filling the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: .75&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100%, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Charge)====&lt;br /&gt;
The base rate at which the battery charges up.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 2&amp;lt;sup&amp;gt;lvl/2&amp;lt;/sup&amp;gt; * 2W / sec., 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overcharge (Battery)====&lt;br /&gt;
Allows the battery to be filled beyond the maximum at a slower rate. X represents the excess power.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Pump)====&lt;br /&gt;
Allows the battery to multiply the pumping speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Freezer)====&lt;br /&gt;
Allows the battery to multiply the freezing speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Freezer)====&lt;br /&gt;
Increases the freezing speed based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Battery)====&lt;br /&gt;
Increases the charging speed of the battery based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige drains all of the water from the tank, resets its temperature back to 20&amp;amp;deg;C and the battery back to 0W. You have to choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
*'''+1 Free Upgrade''': You are able to buy an additional upgrade from the store for no charge.&lt;br /&gt;
*'''Lower upgrade cost scaling''': Lowers upgrade store cost scaling. The scaling multiplier is &amp;lt;code&amp;gt;100 * .925&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; per upgrade.&lt;br /&gt;
&lt;br /&gt;
All bonuses are multiplicative.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Volume&amp;lt;br&amp;gt;(Temperature)!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!15L (15&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Water Taste&lt;br /&gt;
|-&lt;br /&gt;
!75L (0&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Frost Nova&lt;br /&gt;
|-&lt;br /&gt;
!200L (-10&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Shield of Frost&lt;br /&gt;
|-&lt;br /&gt;
!500L (-20&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Shatter&lt;br /&gt;
|-&lt;br /&gt;
!1000L (-22&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Extinguish&lt;br /&gt;
|-&lt;br /&gt;
!2500L (-40&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Glacier Spikes&lt;br /&gt;
|-&lt;br /&gt;
!100L (-273&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Absolute Zero&lt;br /&gt;
|-&lt;br /&gt;
!25125L (-35&amp;amp;deg;C)&lt;br /&gt;
| +200% Water damage&lt;br /&gt;
|-&lt;br /&gt;
!5000L (-188&amp;amp;deg;C)&lt;br /&gt;
| +99% Water resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*The water experiment was reworked in update V0.8.4 B1&lt;br /&gt;
*The battery and the whole experiment displays power used as Watts per second (W/s), despite the Watt already being a unit of energy consumption (Joules per second).&lt;br /&gt;
*The module Absolute zero is a reference to the concept of [https://en.wikipedia.org/wiki/Absolute_zero Absolute Zero] in physics.&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=1948</id>
		<title>Experiment: Water</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=1948"/>
		<updated>2021-10-19T20:54:31Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WaterExperiment.png|thumb|The Water Experiment]]&lt;br /&gt;
[[File:Experiment Water icon.png|left]]&lt;br /&gt;
The '''Water experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 4.&lt;br /&gt;
&lt;br /&gt;
The goal of the Water Experiment is to pump a certain amount of water and cool said water to a certain temperature.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Experiment==&lt;br /&gt;
The water experiment consists of 2 main parts: the '''Tank''' and the '''Battery'''. The tank can initially hold up to 100 L of water.&lt;br /&gt;
&lt;br /&gt;
Below the Tank are 3 buttons:&lt;br /&gt;
&lt;br /&gt;
*'''Fill''': Fills the tank at a rate of 1 L/s&lt;br /&gt;
*'''Freeze''': Cools the contents of the tank down at a rate of 0.5&amp;amp;deg;C/L/h&lt;br /&gt;
*'''Drain''': Drains the tank at a rate of 1 L/s&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a button below the battery:&lt;br /&gt;
&lt;br /&gt;
*'''Charge''': Charges the battery at a rate of 2 W/s&lt;br /&gt;
&lt;br /&gt;
You can only have 1 of these buttons active at any one time.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
The upgrade store allows you to buy upgrades for the experiment tab. The price of each upgrade starts out at {{cost|100|green}}, and gets multiplied by x100 every time you buy an upgrade. Using prestige (especially the &amp;quot;Free Upgrade&amp;quot; prestige) is thus vital to being able to afford them. Upgrades and upgrade costs can be reset with the Reset button, along with all experiment progress.&lt;br /&gt;
&lt;br /&gt;
====Pump====&lt;br /&gt;
The base rate at which water is pumped into or drained from the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1L / sec., 4 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Tank (Volume)====&lt;br /&gt;
The maximum amount of water that fits into the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Volume: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100L, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Freezer====&lt;br /&gt;
&amp;quot;The base rate at which the freezer cools down the water displayed in &amp;amp;deg;C per L of water per hour.&amp;quot; (It's actually &amp;amp;deg;C times L of water per hour.)&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 1.9&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * -0.5&amp;amp;deg;C/L/h, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overfill (Tank)====&lt;br /&gt;
Allows the tank to be filled beyond the maximum at a slower rate. X represents the excess water.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Max.)====&lt;br /&gt;
The maximum amount of power the battery can store. (Should be in Joules, not Watts.)&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 400W + lvl * 200W, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Power Usage====&lt;br /&gt;
The battery consumption factor of draining, freezing and filling the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: .75&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100%, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Charge)====&lt;br /&gt;
The base rate at which the battery charges up.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 2&amp;lt;sup&amp;gt;lvl/2&amp;lt;/sup&amp;gt; * 2W / sec., 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overcharge (Battery)====&lt;br /&gt;
Allows the battery to be filled beyond the maximum at a slower rate. X represents the excess power.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Pump)====&lt;br /&gt;
Allows the battery to multiply the pumping speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Freezer)====&lt;br /&gt;
Allows the battery to multiply the freezing speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Freezer)====&lt;br /&gt;
Increases the freezing speed based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Battery)====&lt;br /&gt;
Increases the charging speed of the battery based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige drains all of the water from the tank, resets its temperature back to 20&amp;amp;deg;C and the battery back to 0W. You have to choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
*'''+1 Free Upgrade''': You are able to buy an additional upgrade from the store for no charge.&lt;br /&gt;
*'''Lower upgrade cost scaling''': Lowers upgrade store cost scaling. The scaling multiplier is &amp;lt;code&amp;gt;100 * .925&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; per upgrade.&lt;br /&gt;
&lt;br /&gt;
All bonuses are multiplicative.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Volume&amp;lt;br&amp;gt;(Temperature)!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!15L (15&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Water Taste&lt;br /&gt;
|-&lt;br /&gt;
!75L (0&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Frost Nova&lt;br /&gt;
|-&lt;br /&gt;
!200L (-10&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Shield of Frost&lt;br /&gt;
|-&lt;br /&gt;
!500L (-20&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Shatter&lt;br /&gt;
|-&lt;br /&gt;
!1000L (-22&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Extinguish&lt;br /&gt;
|-&lt;br /&gt;
!2500L (-40&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Glacier Spikes&lt;br /&gt;
|-&lt;br /&gt;
!100L (-273&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Absolute Zero&lt;br /&gt;
|-&lt;br /&gt;
!25125L (-35&amp;amp;deg;C)&lt;br /&gt;
| +%200 Water damage&lt;br /&gt;
|-&lt;br /&gt;
!5000L (-188&amp;amp;deg;C)&lt;br /&gt;
| +%99 Water resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*The water experiment was reworked in update V0.8.4 B1&lt;br /&gt;
*The battery and the whole experiment displays power used as Watts per second (W/s), despite the Watt already being a unit of energy consumption (Joules per second).&lt;br /&gt;
*The module Absolute zero is a reference to the concept of [https://en.wikipedia.org/wiki/Absolute_zero Absolute Zero] in physics.&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1947</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1947"/>
		<updated>2021-10-16T11:49:32Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &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 or t5 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 any non-t4 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 any 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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=1935</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=1935"/>
		<updated>2021-10-04T19:32:54Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]]&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''12''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1752</id>
		<title>Era</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1752"/>
		<updated>2021-08-19T19:19:46Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spoiler warning|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''Era''' is a phase of the game which opens up at [[Military Tier]] 8. Era begins when the player reaches wave 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
Upon reaching Era, [[enemies]] gain an Era shield and various [[Era#Era Powers|Era powers]], depending on their [[elements|element]].&lt;br /&gt;
&lt;br /&gt;
Every time you hit wave 100b, the era counter increases by 1. For example, if you are in era 5 and hit wave 100b, your era increases to 6.&lt;br /&gt;
&lt;br /&gt;
There are several ways to combat the era enemies' shield and various powers, which most are found in [[Workshop]]--&amp;gt;Stairs&lt;br /&gt;
&lt;br /&gt;
Here is a general overview of Era workshop. INCLUDES SPOILERS!(credit to @TECHTERROR731 on the discord)&lt;br /&gt;
&amp;lt;spoiler&amp;gt; So, Era primer : &lt;br /&gt;
&lt;br /&gt;
-All enemy types have each two new special traits, one offensive and one defensive.&lt;br /&gt;
-By clicking the stairs icon in the Workshop, you can access the era workshop. Build around either being able to survive hits from an enemy or killing one (you need to be dealt at least 0.1 hp of damage for it to count toward hits taken, so universal shield and way too much elemental resistance won't do the trick).&lt;br /&gt;
-All enemies have an &amp;quot;era shield&amp;quot; which divides damage taken and increases their attack by 1e20 (multiplied by 100,000,000,000,000,000,000). This shield can be reduced by unlocking the second tab in the era workshop by unlocking both enemy infos of any specific element. This &amp;quot;era shield&amp;quot; increases by a factor of ~50-60 each era.&lt;br /&gt;
&lt;br /&gt;
-Era inhibition (second tab) : Here you can reduce the Era shield using blue resources and blue gems! The first time buying them will reduce their power by 1e20, and each subsequent one will reduce the power of the shield by about how much it would increase by incrementing the era counter by 1. Spending blue resources (and hits taken/kills of the specific element you're researching), you can unlock the ability to disable that enemy's era abilities during runs! Beware that these costs are multiplicative (at a cost of 1000 XP, the second module to disable would cost 1,000,000 XP and the third 1,000,000,000 XP) so choose carefully which one(s) you want to disable each run. Researching the same element 5 times unlocks the third tab.&lt;br /&gt;
&lt;br /&gt;
-Era experiments (third tab) : Using the same system of kills/hits taken and blue resources, you can gain essence for each element. These essences can then be spent to gamble for special modules, loosely based off their specific element. You need 5 research of an element to do experiments on it. Here, you can also decrease the XP cost of the in-run Era shield reductions using resources. Killing enemies that have their era traits disabled has a chance to drop an artifact that can help with the it.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tab 1===&lt;br /&gt;
In the first tab of the stairs, you will find various bars, 2 for each element to fill. In order to fill these bars, you must kill era enemies of that [[Elements|element]] and get hit by them (You must take at least 0.1 damage to count as a hit) during tower testing. Once a bar is filled for an element, you can reveal it to find out one of the element's era powers. When both bars are revealed for one element, that element may now be disabled and will appear in tab 2 and unlock tab 2 if you haven't already done so. You may need to reach era in different regions if you want to reveal all the elements.&lt;br /&gt;
&lt;br /&gt;
===Tab 2===&lt;br /&gt;
In the second tab of the stairs, you will find many bars and buttons. At the top, you will see your era dividers. These divide the era shield of era enemies so it is easier to destroy and survive them. You can increase your dividers by pressing the two buttons beside each icon. Under your era dividers you will find a variety of bars and buttons. These let you decrease the cost to disable the powers of each [[Elements|element]]. The two buttons over the bar will let you speed up the process, at the cost of some hits taken and enemies destroyed.&lt;br /&gt;
&lt;br /&gt;
===Tab 3===&lt;br /&gt;
In the final tab of the stairs, there is a bar and many tabs. The bar will let you decrease the cost to temporarily increase your dividers while in a round of the [[Tower Testing|tower testing]]. You can also speed up the process by using gems once you get the Chained Mannequin or you can speed up it with the [[Power Plant|power plant]] once you get the Ominous Coil [[Artifacts|artifact]]. Under the bar there are many tabs. These let you gain elemental essence which can unlock modules to the right of the bar. Once you get to [[Military Tier]] 9, elemental essence will also give you a damage boost for each essence you have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Era Powers==&lt;br /&gt;
Every enemy has certain powers based on the element it has and these are the powers:&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% additional random-element damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Non-neutral tower damage is reduce by 95%.&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Ignores shield.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Explodes on death.&lt;br /&gt;
===Water===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Slows the tower by 250%.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  80% to reduce damage to 10% of MAX. HP.&lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  100% Lifesteal.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  +25% HP/sec. &amp;amp; +5% MAX. HP/sec.&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Chance to stun the tower.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  55% chance to block incoming damage.&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Warp / Dash Movement.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Reflects 10% of incoming damage. (Based on HP, gets multiplied with Era shield)&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Always archer + Impetus. (Can be boss)&lt;br /&gt;
&lt;br /&gt;
[[ File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Immune to stun.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% of current tower hp as pure damage. (Gets multiplied with Era shield)&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Invisible until close range.&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Reduces resistance against all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Shield that grants 1 sec. invulnerability.&lt;br /&gt;
===Universal===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  +100% damage split across all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  40% chance to fully heal after lethal hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1751</id>
		<title>Era</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1751"/>
		<updated>2021-08-19T19:15:45Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spoiler warning|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''Era''' is a phase of the game which opens up at [[Military Tier]] 8. Era begins when the player reaches wave 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
Upon reaching Era, [[enemies]] gain an Era shield and various [[Era#Era Powers|Era powers]], depending on their [[elements|element]].&lt;br /&gt;
&lt;br /&gt;
Every time you hit wave 100b, the era counter increases by 1. For example, if you are in era 5 and hit wave 100b, your era increases to 6.&lt;br /&gt;
&lt;br /&gt;
There are several ways to combat the era enemies' shield and various powers, which most are found in [[Workshop]]--&amp;gt;Stairs&lt;br /&gt;
&lt;br /&gt;
Here is a general overview of Era workshop. INCLUDES SPOILERS!(credit to @TECHTERROR731 on the discord)&lt;br /&gt;
&amp;lt;spoiler&amp;gt; So, Era primer : &lt;br /&gt;
-All enemy types have each two new special traits, one offensive and one defensive.&lt;br /&gt;
-By clicking the stairs icon in the Workshop, you can access the era workshop. Build around either being able to survive hits from an enemy or killing one (you need to be dealt at least 0.1 hp of damage for it to count toward hits taken, so universal shield and way too much elemental resistance won't do the trick).&lt;br /&gt;
-All enemies have an &amp;quot;era shield&amp;quot; which divides damage taken and increases their attack by 1e20 (multiplied by 100,000,000,000,000,000,000). This shield can be reduced by unlocking the second tab in the era workshop by unlocking both enemy infos of any specific element. This &amp;quot;era shield&amp;quot; increases by a factor of ~50-60 each era.&lt;br /&gt;
-Era inhibition (second tab) : Here you can reduce the Era shield using blue resources and blue gems! The first time buying them will reduce their power by 1e20, and each subsequent one will reduce the power of the shield by about how much it would increase by incrementing the era counter by 1. Spending blue resources (and hits taken/kills of the specific element you're researching), you can unlock the ability to disable that enemy's era abilities during runs! Beware that these costs are multiplicative (at a cost of 1000 XP, the second module to disable would cost 1,000,000 XP and the third 1,000,000,000 XP) so choose carefully which one(s) you want to disable each run. Researching the same element 5 times unlocks the third tab.&lt;br /&gt;
-Era experiments (third tab) : Using the same system of kills/hits taken and blue resources, you can gain essence for each element. These essences can then be spent to gamble for special modules, loosely based off their specific element. You need 5 research of an element to do experiments on it. Here, you can also decrease the XP cost of the in-run Era shield reductions using resources. Killing enemies that have their era traits disabled has a chance to drop an artifact that can help with the it.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tab 1===&lt;br /&gt;
In the first tab of the stairs, you will find various bars, 2 for each element to fill. In order to fill these bars, you must kill era enemies of that [[Elements|element]] and get hit by them (You must take at least 0.1 damage to count as a hit) during tower testing. Once a bar is filled for an element, you can reveal it to find out one of the element's era powers. When both bars are revealed for one element, that element may now be disabled and will appear in tab 2 and unlock tab 2 if you haven't already done so. You may need to reach era in different regions if you want to reveal all the elements.&lt;br /&gt;
&lt;br /&gt;
===Tab 2===&lt;br /&gt;
In the second tab of the stairs, you will find many bars and buttons. At the top, you will see your era dividers. These divide the era shield of era enemies so it is easier to destroy and survive them. You can increase your dividers by pressing the two buttons beside each icon. Under your era dividers you will find a variety of bars and buttons. These let you decrease the cost to disable the powers of each [[Elements|element]]. The two buttons over the bar will let you speed up the process, at the cost of some hits taken and enemies destroyed.&lt;br /&gt;
&lt;br /&gt;
===Tab 3===&lt;br /&gt;
In the final tab of the stairs, there is a bar and many tabs. The bar will let you decrease the cost to temporarily increase your dividers while in a round of the [[Tower Testing|tower testing]]. You can also speed up the process by using gems once you get the Chained Mannequin or you can speed up it with the [[Power Plant|power plant]] once you get the Ominous Coil [[Artifacts|artifact]]. Under the bar there are many tabs. These let you gain elemental essence which can unlock modules to the right of the bar. Once you get to [[Military Tier]] 9, elemental essence will also give you a damage boost for each essence you have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Era Powers==&lt;br /&gt;
Every enemy has certain powers based on the element it has and these are the powers:&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% additional random-element damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Non-neutral tower damage is reduce by 95%.&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Ignores shield.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Explodes on death.&lt;br /&gt;
===Water===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Slows the tower by 250%.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  80% to reduce damage to 10% of MAX. HP.&lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  100% Lifesteal.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  +25% HP/sec. &amp;amp; +5% MAX. HP/sec.&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Chance to stun the tower.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  55% chance to block incoming damage.&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Warp / Dash Movement.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Reflects 10% of incoming damage. (Based on HP, gets multiplied with Era shield)&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Always archer + Impetus. (Can be boss)&lt;br /&gt;
&lt;br /&gt;
[[ File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Immune to stun.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% of current tower hp as pure damage. (Gets multiplied with Era shield)&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Invisible until close range.&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Reduces resistance against all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Shield that grants 1 sec. invulnerability.&lt;br /&gt;
===Universal===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  +100% damage split across all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  40% chance to fully heal after lethal hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1750</id>
		<title>Era</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Era&amp;diff=1750"/>
		<updated>2021-08-19T19:15:14Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Spoiler warning|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''Era''' is a phase of the game which opens up at [[Military Tier]] 8. Era begins when the player reaches wave 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
Upon reaching Era, [[enemies]] gain an Era shield and various [[Era#Era Powers|Era powers]], depending on their [[elements|element]].&lt;br /&gt;
&lt;br /&gt;
Every time you hit wave 100b, the era counter increases by 1. For example, if you are in era 5 and hit wave 100b, your era increases to 6.&lt;br /&gt;
&lt;br /&gt;
There are several ways to combat the era enemies' shield and various powers, which most are found in [[Workshop]]--&amp;gt;Stairs&lt;br /&gt;
&lt;br /&gt;
here is a general overview of Era workshop INCLUDES SPOILERS!(credit to @TECHTERROR731 on the discord)&lt;br /&gt;
&amp;lt;spoiler&amp;gt; So, Era primer : &lt;br /&gt;
-All enemy types have each two new special traits, one offensive and one defensive.&lt;br /&gt;
-By clicking the stairs icon in the Workshop, you can access the era workshop. Build around either being able to survive hits from an enemy or killing one (you need to be dealt at least 0.1 hp of damage for it to count toward hits taken, so universal shield and way too much elemental resistance won't do the trick).&lt;br /&gt;
-All enemies have an &amp;quot;era shield&amp;quot; which divides damage taken and increases their attack by 1e20 (multiplied by 100,000,000,000,000,000,000). This shield can be reduced by unlocking the second tab in the era workshop by unlocking both enemy infos of any specific element. This &amp;quot;era shield&amp;quot; increases by a factor of ~50-60 each era.&lt;br /&gt;
-Era inhibition (second tab) : Here you can reduce the Era shield using blue resources and blue gems! The first time buying them will reduce their power by 1e20, and each subsequent one will reduce the power of the shield by about how much it would increase by incrementing the era counter by 1. Spending blue resources (and hits taken/kills of the specific element you're researching), you can unlock the ability to disable that enemy's era abilities during runs! Beware that these costs are multiplicative (at a cost of 1000 XP, the second module to disable would cost 1,000,000 XP and the third 1,000,000,000 XP) so choose carefully which one(s) you want to disable each run. Researching the same element 5 times unlocks the third tab.&lt;br /&gt;
-Era experiments (third tab) : Using the same system of kills/hits taken and blue resources, you can gain essence for each element. These essences can then be spent to gamble for special modules, loosely based off their specific element. You need 5 research of an element to do experiments on it. Here, you can also decrease the XP cost of the in-run Era shield reductions using resources. Killing enemies that have their era traits disabled has a chance to drop an artifact that can help with the it.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tab 1===&lt;br /&gt;
In the first tab of the stairs, you will find various bars, 2 for each element to fill. In order to fill these bars, you must kill era enemies of that [[Elements|element]] and get hit by them (You must take at least 0.1 damage to count as a hit) during tower testing. Once a bar is filled for an element, you can reveal it to find out one of the element's era powers. When both bars are revealed for one element, that element may now be disabled and will appear in tab 2 and unlock tab 2 if you haven't already done so. You may need to reach era in different regions if you want to reveal all the elements.&lt;br /&gt;
&lt;br /&gt;
===Tab 2===&lt;br /&gt;
In the second tab of the stairs, you will find many bars and buttons. At the top, you will see your era dividers. These divide the era shield of era enemies so it is easier to destroy and survive them. You can increase your dividers by pressing the two buttons beside each icon. Under your era dividers you will find a variety of bars and buttons. These let you decrease the cost to disable the powers of each [[Elements|element]]. The two buttons over the bar will let you speed up the process, at the cost of some hits taken and enemies destroyed.&lt;br /&gt;
&lt;br /&gt;
===Tab 3===&lt;br /&gt;
In the final tab of the stairs, there is a bar and many tabs. The bar will let you decrease the cost to temporarily increase your dividers while in a round of the [[Tower Testing|tower testing]]. You can also speed up the process by using gems once you get the Chained Mannequin or you can speed up it with the [[Power Plant|power plant]] once you get the Ominous Coil [[Artifacts|artifact]]. Under the bar there are many tabs. These let you gain elemental essence which can unlock modules to the right of the bar. Once you get to [[Military Tier]] 9, elemental essence will also give you a damage boost for each essence you have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Era Powers==&lt;br /&gt;
Every enemy has certain powers based on the element it has and these are the powers:&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% additional random-element damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Non-neutral tower damage is reduce by 95%.&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Ignores shield.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Explodes on death.&lt;br /&gt;
===Water===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Slows the tower by 250%.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  80% to reduce damage to 10% of MAX. HP.&lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  100% Lifesteal.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  +25% HP/sec. &amp;amp; +5% MAX. HP/sec.&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Chance to stun the tower.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  55% chance to block incoming damage.&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Warp / Dash Movement.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Reflects 10% of incoming damage. (Based on HP, gets multiplied with Era shield)&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Always archer + Impetus. (Can be boss)&lt;br /&gt;
&lt;br /&gt;
[[ File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Immune to stun.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Deals 25% of current tower hp as pure damage. (Gets multiplied with Era shield)&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Invisible until close range.&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  Reduces resistance against all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  Shield that grants 1 sec. invulnerability.&lt;br /&gt;
===Universal===&lt;br /&gt;
[[File:Attack icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Attack_icon.png]] '''Kills''' -  +100% damage split across all elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense icon.png|20px|link=https://www.perfecttower2.com/wiki/File:Defense_icon.png]] '''Hits''' -  40% chance to fully heal after lethal hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1749</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1749"/>
		<updated>2021-08-18T12:21:57Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Reaching MT14/Infinity 1 completion */&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 sheilds 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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&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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&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. 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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=1748</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=1748"/>
		<updated>2021-08-18T12:00:47Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]]&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
There are currently '''9''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of neutral and kill Era enemies of that element (0.25% drop rate per kill)||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1630</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1630"/>
		<updated>2021-07-20T21:12:09Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Reaching MT14/Infinity 1 completion */&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 sheilds 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. DO NOT BUFF HP IN TRADING POST, YOU MAY DIE.'''&lt;br /&gt;
&lt;br /&gt;
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&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. 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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1629</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1629"/>
		<updated>2021-07-20T21:11:03Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Reaching MT14/Infinity 1 completion */&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 sheilds 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.&lt;br /&gt;
DO NOT BUFF HP IN TRADING POST, YOU MAY DIE.&lt;br /&gt;
&lt;br /&gt;
'''ZG9kZ2Vjb2luIHN1cHJlbWUgdjI7ZW5lcmd5LnJlZ2VuZXJhdGlvbjtlbmVyZ3kuYmFzaWM7eHAuYm9udXM7Ym9udXMuY29uZGVuc2U7ZW5lcmd5LnJlY3ljbGluZztlbmVyZ3kuc3VuO3NwZWxsLnJlZnJlc2g7ZW5lcmd5LmZsb3c7YXR0YWNrLnNwZ&lt;br /&gt;
WVkO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLmJvdW5jZTthdHRhY2suYm91bmNlLnBob2VuaXg7YXR0YWNrLmJvdW5jZS5nYWlhO2VsZWN0cmljaXR5LnJlbGF5O3NwbGFzaC5haXI7YXR0YWNrLnJhcGlkZmlyZTtpbmZpbml0eS5hdHRhY2suc3BlZW&lt;br /&gt;
Q7aW5maW5pdHkuc3BsYXNoO3NhY3JpZmljZS5kYXJrO3NwZWxsLm11bHRpc2hvdDthdHRhY2suYmFzaDthdHRhY2suc3Bhcms7YmxvY2suZWFydGg7YmxvY2suZmlyZTtibG9jay53YXRlcjtibG9jay5haXI7YmxvY2submF0dXJlO2Jsb2NrLmxpZ2h&lt;br /&gt;
0O2Jsb2NrLmRhcmtuZXNzO2Jsb2NrLmVsZWN0cmljaXR5O2F1cmEuZnJvc3Q7c2hpZWxkLmZyb3N0O2RlZmVuc2UuZGFpZ29wYXJyeTthdXJhLmRlYXRoO2V2YXNpb24uYmFzaWM7ZGVmZW5zZS5kZWZpYW5jZTtkZWZlbnNlLnNoZWx0ZXI7ZGVmZW5z&lt;br /&gt;
ZS5zdHJpa2ViYWNrO2JhcnJpZXIudGVtcG9yYWw7c2hpZWxkLmFkdmFuY2VkO2Fpci5odXJyaWNhbmU7dG93ZXIuc3VwZXIuMzt0b3dlci5zdXBlci4yO3Rvd2VyLnN1cGVyLjE7bXVsdGlzaG90LmZvY3VzZWQ7ZGVmZW5zZS5zdG9uZXNraW47c2hpZ&lt;br /&gt;
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;
y5nb3RvaWYIY29uc3RhbnQCBAAAABFjb21wYXJpc29uLmRvdWJsZQx0b3dlci5oZWFsdGgIY29uc3RhbnQBAQhjb25zdGFudAQCPD0IY29uc3RhbnQDUrgehetR4D8XdG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCAQAAAA5nZW5lcmljLm&lt;br /&gt;
dvdG9pZghjb25zdGFudAIPAAAAEWNvbXBhcmlzb24uZG91YmxlDHRvd2VyLmVuZXJneQhjb25zdGFudAEBCGNvbnN0YW50BAI8PQhjb25zdGFudANmZmZmZmbmPxd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFudAIDAAAAF3Rvd2VyLm1vZHV&lt;br /&gt;
sZS51c2VpbnN0YW50CGNvbnN0YW50AgYAAAAXdG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCBwAAABd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFudAIIAAAAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgIAAAAX&lt;br /&gt;
dG93ZXIubW9kdWxlLnVzZWluc3RhbnQIY29uc3RhbnQCBQAAAA5nZW5lcmljLmdvdG9pZghjb25zdGFudAIQAAAAEWNvbXBhcmlzb24uZG91YmxlFXRvd2VyLm1vZHVsZS5jb29sZG93bghjb25zdGFudAIHAAAACGNvbnN0YW50BAE8CGNvbnN0YW50A&lt;br /&gt;
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 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. 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>Captianbg23</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1628</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=1628"/>
		<updated>2021-07-20T21:07:18Z</updated>

		<summary type="html">&lt;p&gt;Captianbg23: /* Reaching MT14/Infinity 1 completion */&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 sheilds 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.&lt;br /&gt;
DO NOT BUFF HP IN TRADING POST, YOU MAY DIE.&lt;br /&gt;
&lt;br /&gt;
ZG9kZ2Vjb2luIHN1cHJlbWUgdjI7ZW5lcmd5LnJlZ2VuZXJhdGlvbjtlbmVyZ3kuYmFzaWM7eHAuYm9udXM7Ym9udXMuY29uZGVuc2U7ZW5lcmd5LnJlY3ljbGluZztlbmVyZ3kuc3VuO3NwZWxsLnJlZnJlc2g7ZW5lcmd5LmZsb3c7YXR0YWNrLnNwZWVkO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLmJvdW5jZTthdHRhY2suYm91bmNlLnBob2VuaXg7YXR0YWNrLmJvdW5jZS5nYWlhO2VsZWN0cmljaXR5LnJlbGF5O3NwbGFzaC5haXI7YXR0YWNrLnJhcGlkZmlyZTtpbmZpbml0eS5hdHRhY2suc3BlZWQ7aW5maW5pdHkuc3BsYXNoO3NhY3JpZmljZS5kYXJrO3NwZWxsLm11bHRpc2hvdDthdHRhY2suYmFzaDthdHRhY2suc3Bhcms7YmxvY2suZWFydGg7YmxvY2suZmlyZTtibG9jay53YXRlcjtibG9jay5haXI7YmxvY2submF0dXJlO2Jsb2NrLmxpZ2h0O2Jsb2NrLmRhcmtuZXNzO2Jsb2NrLmVsZWN0cmljaXR5O2F1cmEuZnJvc3Q7c2hpZWxkLmZyb3N0O2RlZmVuc2UuZGFpZ29wYXJyeTthdXJhLmRlYXRoO2V2YXNpb24uYmFzaWM7ZGVmZW5zZS5kZWZpYW5jZTtkZWZlbnNlLnNoZWx0ZXI7ZGVmZW5zZS5zdHJpa2ViYWNrO2JhcnJpZXIudGVtcG9yYWw7c2hpZWxkLmFkdmFuY2VkO2Fpci5odXJyaWNhbmU7dG93ZXIuc3VwZXIuMzt0b3dlci5zdXBlci4yO3Rvd2VyLnN1cGVyLjE7bXVsdGlzaG90LmZvY3VzZWQ7ZGVmZW5zZS5zdG9uZXNraW47c2hpZWxkLnVuaXZlcnNhbDttaXNzaWxlLnNlcmlvdXM7aW5maW5pdHkucmFuZ2U7ZGVmZW5zZS5idWx3YXJrO2FtcGxpZmllci5uZXV0cmFs&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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&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. 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;
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Air: High Mountain&lt;br /&gt;
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Nature: Jungle&lt;br /&gt;
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Electric: Metallic Ruins&lt;br /&gt;
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Water: Ocean&lt;br /&gt;
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Darkness: Dark Realm&lt;br /&gt;
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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>Captianbg23</name></author>
		
	</entry>
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