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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cl1694</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=Cl1694"/>
	<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/Special:Contributions/Cl1694"/>
	<updated>2026-04-30T16:45:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2539</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2539"/>
		<updated>2022-06-25T15:52:18Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics (hidden, because several of the category names spoil things later in the game):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Category Name&lt;br /&gt;
! colspan=6 | # Required to Unlock Stone&lt;br /&gt;
! rowspan=2 | Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|S1||S2||S3||S4||S5||S6&lt;br /&gt;
|-&lt;br /&gt;
! Time Played&lt;br /&gt;
|8h||24h||72h||120h||168h||240h&lt;br /&gt;
| Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
! Total Gems Collected&lt;br /&gt;
|100||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Total Resources&lt;br /&gt;
|1e4||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Shards Refined&lt;br /&gt;
|1e4||1e6||1e8||1e10||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Resources Produced&lt;br /&gt;
|1000||1e5||1e7||1e9||1e11||1e13&lt;br /&gt;
|-&lt;br /&gt;
! Power Plant: Total Power Produced&lt;br /&gt;
|1e6||1e8||1e9||1e11||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Shipyard: Resources Earned&lt;br /&gt;
|1e6||1e8||5e9||5e11||2.5e12||10e12&lt;br /&gt;
|-&lt;br /&gt;
! Arcade: Coins Earned&lt;br /&gt;
|100||1000||5000||1e4||colspan=2|&lt;br /&gt;
|-&lt;br /&gt;
! Cylindro Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Pyramidas Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Cubos Jr. Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Dodecai Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Perfect Space: Highscore&lt;br /&gt;
|1000||1e4||1e5||colspan=3|&lt;br /&gt;
| Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
! Enemies Destroyed&lt;br /&gt;
|1e4||5e5||7e6||9e7||2e8||4e8&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Layers Generated&lt;br /&gt;
|100||500||1000||2000||1e4||2.5e4&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Tiles Uncovered&lt;br /&gt;
|1600||8000||1.6e4||3.2e4||2e5||4e5&lt;br /&gt;
|-&lt;br /&gt;
! Trading Post: Total Times Traded&lt;br /&gt;
|15||50||120||300||700||2000&lt;br /&gt;
|-&lt;br /&gt;
! Infinity Stones: Times Used&lt;br /&gt;
|10||25||50||100||200||500&lt;br /&gt;
|-&lt;br /&gt;
! Modules Unlocked&lt;br /&gt;
|10%||20%||40%||60%||80%||100%&lt;br /&gt;
| Scales with max. module count, numbers floor down&lt;br /&gt;
|-&lt;br /&gt;
! Challenges Completed&lt;br /&gt;
|2||6||12||30||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Normal Mode Completed&lt;br /&gt;
|6||18||36||54||72||90&lt;br /&gt;
| The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts Researched&lt;br /&gt;
|2||7||12||colspan=3|&lt;br /&gt;
| Scales with max. artifact count(?)&lt;br /&gt;
|-&lt;br /&gt;
! ?????? ????????&lt;br /&gt;
|colspan=6|???&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
Note: a few of these values were taken from pretty old images, they may still be accurate but they may not be, please add your own value if the actual value is diffrent&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available. The offshore market sells higher tier power stones at an increased cost. The maximum tier power stone for sale is dependent on an upgrade purchasable with {{resource|Grey}} resources, but will never exceed your highest obtained power stone for that element. Upgrading tiers costs 36000*1.8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; to upgrade to max-tier (lvl+3); you start at maximum tier 2. Stones cost 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much), which gets expensive &amp;lt;i&amp;gt;very&amp;lt;/i&amp;gt; quickly, so think carefully before upgrading your max-tier too high - there's no way to downgrade.&lt;br /&gt;
&lt;br /&gt;
At any given time, there are 6 different elements of power stones available in the offshore market in varying tiers, chosen randomly. These power stones change every 1 hour; this timer can be sped up by employing [[Power Plant]] boosts. It is possible to find Universal power stones for sale in the offshore market (without first crafting one), with a 20% chance per refresh.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
*'''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2537</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2537"/>
		<updated>2022-06-24T07:15:56Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics (hidden, because several of the category names spoil things later in the game):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Category Name&lt;br /&gt;
! colspan=6 | # Required to Unlock Stone&lt;br /&gt;
! rowspan=2 | Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|S1||S2||S3||S4||S5||S6&lt;br /&gt;
|-&lt;br /&gt;
! Time Played&lt;br /&gt;
|8h||24h||72h||120h||168h||240h&lt;br /&gt;
| Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
! Total Gems Collected&lt;br /&gt;
|100||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Total Resources&lt;br /&gt;
|1e4||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Shards Refined&lt;br /&gt;
|1e4||1e6||1e8||1e10||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Resources Produced&lt;br /&gt;
|1000||1e5||1e7||1e9||1e11||1e13&lt;br /&gt;
|-&lt;br /&gt;
! Power Plant: Total Power Produced&lt;br /&gt;
|1e6||1e8||1e9||1e11||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Shipyard: Resources Earned&lt;br /&gt;
|1e6||1e8||5e9||5e11||2.5e12||10e12&lt;br /&gt;
|-&lt;br /&gt;
! Arcade: Coins Earned&lt;br /&gt;
|100||1000||5000||1e4||colspan=2|&lt;br /&gt;
|-&lt;br /&gt;
! Cylindro Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Pyramidas Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Cubos Jr. Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Dodecai Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Perfect Space: Highscore&lt;br /&gt;
|1000||1e4||1e5||colspan=3|&lt;br /&gt;
| Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
! Enemies Destroyed&lt;br /&gt;
|1e4||5e5||7e6||9e7||2e8||4e8&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Layers Generated&lt;br /&gt;
|100||500||1000||2000||1e4||2.5e4&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Tiles Uncovered&lt;br /&gt;
|1600||8000||1.6e4||3.2e4||2e5||4e5&lt;br /&gt;
|-&lt;br /&gt;
! Trading Post: Total Times Traded&lt;br /&gt;
|15||50||120||300||700||2000&lt;br /&gt;
|-&lt;br /&gt;
! Infinity Stones: Times Used&lt;br /&gt;
|10||25||50||100||200||500&lt;br /&gt;
|-&lt;br /&gt;
! Modules Unlocked&lt;br /&gt;
|10%||20%||40%||60%||?||100%&lt;br /&gt;
| Scales with max. module count, numbers floor down (?)&lt;br /&gt;
|-&lt;br /&gt;
! Challenges Completed&lt;br /&gt;
|2||6||12||30||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Normal Mode Completed&lt;br /&gt;
|6||18||36||54||72||90&lt;br /&gt;
| The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts Researched&lt;br /&gt;
|?||?||?||colspan=3|&lt;br /&gt;
|-&lt;br /&gt;
! ?????? ????????&lt;br /&gt;
|colspan=6|???&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
Note: a few of these values were taken from pretty old images, they may still be accurate but they may not be, please add your own value if the actual value is diffrent&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available. The offshore market sells higher tier power stones at an increased cost. The maximum tier power stone for sale is dependent on an upgrade purchasable with {{resource|Grey}} resources, but will never exceed your highest obtained power stone for that element. Upgrading tiers costs 36000*1.8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; to upgrade to max-tier (lvl+3); you start at maximum tier 2. Stones cost 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much), which gets expensive &amp;lt;i&amp;gt;very&amp;lt;/i&amp;gt; quickly, so think carefully before upgrading your max-tier too high - there's no way to downgrade.&lt;br /&gt;
&lt;br /&gt;
At any given time, there are 6 different elements of power stones available in the offshore market in varying tiers, chosen randomly. These power stones change every 1 hour; this timer can be sped up by employing [[Power Plant]] boosts. It is possible to find Universal power stones for sale in the offshore market (without first crafting one), with a 20% chance per refresh.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
*'''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2536</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2536"/>
		<updated>2022-06-24T05:38:46Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics (hidden, because several of the category names spoil things later in the game):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Category Name&lt;br /&gt;
! colspan=6 | # Required to Unlock Stone&lt;br /&gt;
! rowspan=2 | Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|S1||S2||S3||S4||S5||S6&lt;br /&gt;
|-&lt;br /&gt;
! Time Played&lt;br /&gt;
|8h||24h||72h||120h||168h||240h&lt;br /&gt;
| Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
! Total Gems Collected&lt;br /&gt;
|100||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Total Resources&lt;br /&gt;
|1e4||1e5||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Shards Refined&lt;br /&gt;
|1e4||1e6||1e8||1e10||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Resources Produced&lt;br /&gt;
|1000||1e5||1e7||1e9||1e11||1e13&lt;br /&gt;
|-&lt;br /&gt;
! Power Plant: Total Power Produced&lt;br /&gt;
|1e6||1e8||1e9||1e11||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Shipyard: Resources Earned&lt;br /&gt;
|1e6||1e8||5e9||5e11||2.5e12||10e12&lt;br /&gt;
|-&lt;br /&gt;
! Arcade: Coins Earned&lt;br /&gt;
|100||1000||5000||10000||colspan=2|&lt;br /&gt;
|-&lt;br /&gt;
! Cylindro Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Pyramidas Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Cubos Jr. Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Dodecai Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Perfect Space: Highscore&lt;br /&gt;
|1000||10000||100000||colspan=3|&lt;br /&gt;
| Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
! Enemies Destroyed&lt;br /&gt;
|1e4||5e5||7e6||9e7||2e8||4e8&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Layers Generated&lt;br /&gt;
|100||500||1000||2000||1e4||2.5e4&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Tiles Uncovered&lt;br /&gt;
|1600||8000||1.6e4||3.2e4||2e5||4e5&lt;br /&gt;
|-&lt;br /&gt;
! Trading Post: Total Times Traded&lt;br /&gt;
|15||50||120||300||700||2000&lt;br /&gt;
|-&lt;br /&gt;
! Infinity Stones: Times Used&lt;br /&gt;
|10||25||50||100||200||500&lt;br /&gt;
|-&lt;br /&gt;
! Modules Unlocked&lt;br /&gt;
|?||?||?||60%||?||100%&lt;br /&gt;
| Scales with max. module count, numbers floor down (?)&lt;br /&gt;
|-&lt;br /&gt;
! Challenges Completed&lt;br /&gt;
|2||6||12||30||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Normal Mode Completed&lt;br /&gt;
|?||?||?||?||?||90&lt;br /&gt;
| The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts Researched&lt;br /&gt;
|?||?||?||colspan=3|&lt;br /&gt;
|-&lt;br /&gt;
! ?????? ????????&lt;br /&gt;
|colspan=6|???&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
Note: a few of these values were taken from pretty old images, they may still be accurate but they may not be, please add your own value if the actual value is diffrent&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available. The offshore market sells higher tier power stones at an increased cost. The maximum tier power stone for sale is dependent on an upgrade purchasable with {{resource|Grey}} resources, but will never exceed your highest obtained power stone for that element. Upgrading tiers costs 36000*1.8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; to upgrade to max-tier (lvl+3); you start at maximum tier 2. Stones cost 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much), which gets expensive &amp;lt;i&amp;gt;very&amp;lt;/i&amp;gt; quickly, so think carefully before upgrading your max-tier too high - there's no way to downgrade.&lt;br /&gt;
&lt;br /&gt;
At any given time, there are 6 different elements of power stones available in the offshore market in varying tiers, chosen randomly. These power stones change every 1 hour; this timer can be sped up by employing [[Power Plant]] boosts. It is possible to find Universal power stones for sale in the offshore market (without first crafting one), with a 20% chance per refresh.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
*'''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2515</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2515"/>
		<updated>2022-05-20T07:37:44Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &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 50%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|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:Ultimate 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 enemys, 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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2513</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=2513"/>
		<updated>2022-05-17T05:03:59Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* 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 {{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;
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 6. 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;
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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2512</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=2512"/>
		<updated>2022-05-17T04:39:20Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Upgrades */&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 {{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;
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;
! Damage&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;
| x&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 750+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 25+4%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 50+4%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 20+10%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 0&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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2511</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=2511"/>
		<updated>2022-05-16T10:41:47Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* 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 1NoD (1e60) Statue Resources&lt;br /&gt;
*'''Account Insurance:''' Costs 10DVi (1e70) Statue Resources&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| 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;
! Damage&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;
| x&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 750+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 25+4%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 50+4%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 20+10%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 0&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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=2510</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=2510"/>
		<updated>2022-05-16T10:28:29Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* 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 1NoD (1e60) Statue Resources&lt;br /&gt;
*'''Account Insurance:''' Costs 10DVi (1e70) Statue Resources&lt;br /&gt;
&lt;br /&gt;
====Fight Overview====&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| 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;
! Damage&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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;
| x&lt;br /&gt;
| 1&lt;br /&gt;
| 0&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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2304</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2304"/>
		<updated>2022-03-06T06:08:35Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: Added enemy stats formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 3 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks Lucky Wheel&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks Jumble&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks Adventure&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Medium resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Large resources || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards || 15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules || 6 modules &lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ &lt;br /&gt;
|-&lt;br /&gt;
|Gems || ∞ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
* [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
* [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
* [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
* [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
* [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
placeholder&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Shield(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests. They usually require you to reach a certain distance to obtain.&lt;br /&gt;
&lt;br /&gt;
'''Map''':&lt;br /&gt;
&lt;br /&gt;
'''Compass''': Points to the starting room.&lt;br /&gt;
&lt;br /&gt;
'''Boots''': Reduces action cooldown.&lt;br /&gt;
&lt;br /&gt;
'''Eod Armor''': Bombs no longer damage you.&lt;br /&gt;
&lt;br /&gt;
'''Golden Heart''': +1 Heart per Chest (per Golden Heart).&lt;br /&gt;
&lt;br /&gt;
'''Ultra Key''': Unlimited Key.&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1 || 5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || 100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || 20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || 60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; || 99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table || 100 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || ∞ || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gems || 100 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints || 1000 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Artifact || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Sword || vaires || varies&lt;br /&gt;
|-&lt;br /&gt;
|Armor || varies || varies&lt;br /&gt;
|-&lt;br /&gt;
|Bombs || up to 99 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Not From This World) || 6*5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Cards(It's Dangerous to Go Alone) || 6*5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*5 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|1 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|5 || 1 || 7&lt;br /&gt;
|-&lt;br /&gt;
|10 || 15 || 7&lt;br /&gt;
|-&lt;br /&gt;
|14 || 15 || 17&lt;br /&gt;
|-&lt;br /&gt;
|40 || 30 || 39&lt;br /&gt;
|-&lt;br /&gt;
|100 || 40? || 50&lt;br /&gt;
|-&lt;br /&gt;
|200 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Round_half_to_even round half to even].&lt;br /&gt;
&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;
'''Perfect Space currently will not show, enter Konami Code to open'''&lt;br /&gt;
Up&amp;gt;Up&amp;gt;Down&amp;gt;Down&amp;gt;Left&amp;gt;Right&amp;gt;Left&amp;gt;Right&amp;gt;B&amp;gt;A&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. This also shoots extra bullets for shotgun.&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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2276</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2276"/>
		<updated>2022-02-13T01:55:26Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &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. 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 || ? || up to 99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Key +1 || ? || up to 99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3 || ? || up to 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!!Base dropchance&lt;br /&gt;
|-&lt;br /&gt;
|Resources || 23000 per color || 2 || ?&lt;br /&gt;
|-&lt;br /&gt;
|Tokens || 10000 || ? || ?&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 || 3 || ?&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 || 10 || ?&lt;br /&gt;
|-&lt;br /&gt;
|Cards(The Mighty Five) || 6*5 || 10 || ?&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 || ? || 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;
===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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2237</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2237"/>
		<updated>2022-02-08T12:57:28Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &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;
===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;
&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;
===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;
==Games==&lt;br /&gt;
&lt;br /&gt;
===Perfect Space===&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;
===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;
Explore in a random generated 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 for dealing damage or breaking rocks.&lt;br /&gt;
&lt;br /&gt;
====Map====&lt;br /&gt;
placeholder&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;
*'''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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2222</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2222"/>
		<updated>2021-12-01T09:43:04Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Power Plant: Dyson Sphere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''x''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''x''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. You '''can't''' launch if a dyson ring is being formed.&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched '''as soon as''' you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, dyson node, in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is x&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;, where x is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
:*Anywhere from t1 ores, to an exotic producer. Chance on getting higher tier items is based on the distance of the cluster.&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2221</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2221"/>
		<updated>2021-11-30T11:36:51Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: add stone region info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Acquiring Infinity modules=&lt;br /&gt;
&lt;br /&gt;
Upon entering infinity phase you gain access to another tab in the second floor of the workshop. At first only the left side called “infinity modules” is unlocked, here you purchase modules in the grid which lets you buy the next module(s) in that chain if any. Buying all of these is your first goal on infinity phase.    &lt;br /&gt;
&lt;br /&gt;
==Income of the Phase==&lt;br /&gt;
&lt;br /&gt;
Early Infinity: by now you should have at least 1 t5 producer,  for getting more money then a t5 you should be farming neutral nightmare (r11) at wave era 90b.&lt;br /&gt;
&lt;br /&gt;
Mid Infinity: (refer back here once you are MT14) Once you get to mt14 you should get to infinity 1 on impossible chaos (r15), if you cannot survive up to wave 90b era 90b, keep farming neutral nightmare. Then start a new round and use critical wave jump to reach Era 90 billion and farm the enemies there. &lt;br /&gt;
&lt;br /&gt;
Late infinity: (refer back here once you are starting to charge stones) When you hit 90/90 infinity 1's, you should push to high infinities (1M is enough for a decent charge speed). To do that you need to increase your wave acceleration factor for a few hours (based on your goal), then you push up through infinities, when you get all regions to infinity 1M or above, at factory you craft exotic producers/do a lot shipments and etc. &lt;br /&gt;
&lt;br /&gt;
An infinity calculator made by Nesslow: https://tpt2-nesslow.netlify.app/inf_estimate_calc%20(wip)/infcalc&lt;br /&gt;
&lt;br /&gt;
==Infinity effects/modules explained==&lt;br /&gt;
&lt;br /&gt;
Infinity shield buffs: Enemies get increases stats for each infinity and stack with era shield with the formula of base * Era shield * (1+# of infinity) ex: infinity 1 enemies have double the stats of their era counter parts and inf 9 as 10x the stats of the era enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infinity damage: penetrates era and infinity shields, it is a type of damage not to be confused with the quantity infinite damage (meaning 1.8e308 damage) It is a if most of your damage consists of infinity damage then the hp buff of infinity shield and the getting /inf on hp era divider can be ignored. As for the modules themselves, most of them are terrible as they do damage in the 100ks, even if they penetrate shields the damage is so low that the modules are basically useless, Infinity splash is the only good source of infinity since it converts non infinity damage into infinity damage and it does neutral infinity damage so you'll want to maximize neutral boost in the museum in this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
infinity foundation: makes it so infinity type damage doesn't always instakill you, era damage shield isn't ignored so you can still take 1e300+ damage if you don't get /inf on era damage shield.  &lt;br /&gt;
&lt;br /&gt;
=Software Boosting=&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Era 1 completion==&lt;br /&gt;
&lt;br /&gt;
Now that you have all the infinity modules you can reach Era 1 on higher difficulties that were you weren't able to in era phase. mt13 and 14 don't unlock and software that speed up reaching Era 1 in modes you haven't reached it on so the most efficient goal now is finishing 90/90 Era 1, which is means for all 15 regions the endless mode of all 6 difficulties have a highscore of at least Era 1. The reason this is so important is because of the era software Wave Horizon and Wave Marathon, with 90/90 Era these software make your acceleration over 100 times faster. You may be worried about it taking a very long time because Era takes like 45 minutes at the beginning but each era you get will shorten the time it takes to get all the next era and the last few eras take only a few minutes and the total time is around 3-5 hours.  &lt;br /&gt;
&lt;br /&gt;
Pretty much any blueprint will work as long as it has enough good infinity modules but if you don't want to make your own you can use the one for 90/90 inf's in the next section.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reaching MT14/Infinity 1 completion== &lt;br /&gt;
&lt;br /&gt;
Once your acceleration is as fast as possible you can quickly reach infinities for tiering up your military. You do not need to max out the era hp divider to infinity anymore but you will still need to reduce the damage to /inf. First do Region 1,2 and 3 on easy to get to mt13 and then do R4-9 and R11 for reaching mt14.  Now, you have to repeat that grinding again for getting 90/90 Inf 1's, which same as 90/90 era 1 means for all 15 regions  and 6 difficulties for each, endless mode has a highscore of at least infinity 1.   &lt;br /&gt;
&lt;br /&gt;
Surviving Era Damage Red Skull: Make a build comprising of as many block and attack slowing modules and as you can fit, blocks deny 100% of damage so it makes the era shields attack bonus not affect you (while the era shield has a red skull in damage, resistance and other non-100% damage mitigation does nothing with the exception of temporal barrier). You do not need infinity foundation because you're facing era enemies not donuts. &lt;br /&gt;
&lt;br /&gt;
Penetrating Era hp Red Skull: As for the Era hp shield, there are many infinity modules that do instant kills or infinity damage (infinity splash is the only source of infinity damage that doesn't suck), which allows you to kill enemies pretty easily.        &lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Recommended build and Ai|2='''This is a blueprint originally made by @Connecting on the fire sword studios discord, and modified by @coco to be more efficient. Works with t32-42 mods, and recommended disable order is electric&amp;gt;universal&amp;gt;darkness&amp;gt;light&amp;gt;water(disable era dmg shield after the 1st disable, then move down the order normally). DO NOT BUFF HP IN TRADING POST, YOU MAY DIE.'''&lt;br /&gt;
&lt;br /&gt;
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&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;
The Infinity Stones are a set of extremely powerful items that provide game-changing effects, and are the main focus of this phase. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be so large it is essentially impossible. However, these progress bars can be sped up in two ways: Increasing your infinity high scores for the provided regions, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.&lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at 1m era, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
Earth: Underground&lt;br /&gt;
&lt;br /&gt;
Fire: Volcano&lt;br /&gt;
&lt;br /&gt;
Air: High Mountain&lt;br /&gt;
&lt;br /&gt;
Nature: Jungle&lt;br /&gt;
&lt;br /&gt;
Electric: Metallic Ruins&lt;br /&gt;
&lt;br /&gt;
Water: Ocean&lt;br /&gt;
&lt;br /&gt;
Darkness: Dark Realm&lt;br /&gt;
&lt;br /&gt;
Light: Heaven&lt;br /&gt;
&lt;br /&gt;
Universal: Universe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 50 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
Neutral: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
1000 or greater % Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
Earth: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
Fire: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
Air: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
Nature: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
Electric: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
Water: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
Darkness: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
12 or more Maximised servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
Light: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
500 or more Arcade Coins in the Acrade&lt;br /&gt;
}}&lt;br /&gt;
Universal: &lt;br /&gt;
{{collapsible&lt;br /&gt;
|Condition&lt;br /&gt;
|&lt;br /&gt;
Tier 3 Cylindro defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
To charge a stone you will need to get a base value of 1 trillion (1e12) elemental energy, which can be reduced by purchasing the &amp;quot;Charge Required&amp;quot; exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, each time it fills you will get an amount of elemental energy which can be boosted by the bottom bar (production), the time it takes to charge can be reduced by the middle bar (speed)&lt;br /&gt;
&lt;br /&gt;
the base time it takes for a bar to fill is equal to 8760 hours/sum of all your infinity highscores on the specific region for that bar, region depends on the stone and the bar&lt;br /&gt;
&lt;br /&gt;
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]&lt;br /&gt;
&lt;br /&gt;
There are 6 exotic refinements:&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Exotic Refinements&lt;br /&gt;
|&lt;br /&gt;
Charge Required - Reduces the amount of elemental energy needed to fully charge the stone&lt;br /&gt;
&lt;br /&gt;
Speed Bonus - Increases the amount of speed that is gained per bar completion&lt;br /&gt;
&lt;br /&gt;
Production Bonus - Increases the amount of energy that is gained per bar completion&lt;br /&gt;
&lt;br /&gt;
Charge Duration - Decreases the time it takes for the charge bar to fill&lt;br /&gt;
&lt;br /&gt;
Speed Duration - Decreases the time it takes for the speed bar to fill&lt;br /&gt;
&lt;br /&gt;
Production Duration - Decreases the time it takes for the production bar to fill&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 upgrades.&lt;br /&gt;
&lt;br /&gt;
The duration exotic refinements reduce the base fill time of each bar by a multiplier, these are the exotic refinements you should actually focus on[[File:Stone Charge Menu.png|thumb|This is the Charging menu shows the bonuses, charge times, infinities and amount charged.]]&lt;br /&gt;
&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png|thumb|]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine&lt;br /&gt;
&lt;br /&gt;
Water: Finishing the current shipment in the Shipyard&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement&lt;br /&gt;
&lt;br /&gt;
Nature, Light, Darkness: Resets the cooldown of town perk respec&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e30 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e45 town resources.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Gives 1e60 town resources.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.&lt;br /&gt;
&lt;br /&gt;
Universal, Any Element: Multiplies damage of that element by 1 trillion.&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 1 hours instead of 12.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
All stones: Permanently grants access to Infinty Forge.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/u&amp;gt;'''{{stub}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Inf_Stone_Boost_Location.png&amp;diff=2220</id>
		<title>File:Inf Stone Boost Location.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Inf_Stone_Boost_Location.png&amp;diff=2220"/>
		<updated>2021-11-30T11:34:43Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2194</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2194"/>
		<updated>2021-11-03T12:19:13Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Worker Cost Table&lt;br /&gt;
! Worker # !! Worker Cost !! Total Cost&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 300 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2700 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8100 || 12100&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 24300 || 36400&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 72900 || 109300&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 218700 || 328000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 656100 || 984100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1.968300E+6 || 2.952400E+6&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5.904900E+6 || 8.857300E+6&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1.771470E+7 || 2.657200E+7&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 5.314410E+7 || 7.971610E+7&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1.594323E+8 || 2.391484E+8&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4.782969E+8 || 7.174453E+8&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 1.434891E+9 || 2.152336E+9&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 4.304672E+9 || 6.457008E+9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 1.291402E+10 || 1.937102E+10&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 3.874205E+10 || 5.811307E+10&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1.162261E+11 || 1.743392E+11&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 3.486784E+11 || 5.230177E+11&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 1.046035E+12 || 1.569053E+12&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 3.138106E+12 || 4.707159E+12&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 9.414318E+12 || 1.412148E+13&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 2.824295E+13 || 4.236443E+13&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 8.472886E+13 || 1.270933E+14&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 2.541866E+14 || 3.812799E+14&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 7.625597E+14 || 1.143840E+15&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 2.287679E+15 || 3.431519E+15&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 6.863038E+15 || 1.029456E+16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking '''Medium(2s)''' is 1000 gems, '''Fast(1s)''' is 10000, and '''Very Fast(0.5s)''' is 100000.&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Mine:_Asteroid_Mining|Second Floor of the Mine]].&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the [[Specializations#Asteroids_Tab|asteroid cluster]] at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible [[Specializations#Treasures_Tab|reward]] in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed [[Specializations#Cluster_Tab|clusters]] on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2193</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2193"/>
		<updated>2021-11-03T12:18:02Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Worker Cost Table&lt;br /&gt;
! Worker # !! Worker Cost !! Total Cost&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 300 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2700 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8100 || 12100&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 24300 || 36400&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 72900 || 109300&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 218700 || 328000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 656100 || 984100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1.968300E+6 || 2.952400E+6&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5.904900E+6 || 8.857300E+6&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1.771470E+7 || 2.657200E+7&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 5.314410E+7 || 7.971610E+7&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1.594323E+8 || 2.391484E+8&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4.782969E+8 || 7.174453E+8&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 1.434891E+9 || 2.152336E+9&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 4.304672E+9 || 6.457008E+9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 1.291402E+10 || 1.937102E+10&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 3.874205E+10 || 5.811307E+10&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1.162261E+11 || 1.743392E+11&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 3.486784E+11 || 5.230177E+11&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 1.046035E+12 || 1.569053E+12&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 3.138106E+12 || 4.707159E+12&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 9.414318E+12 || 1.412148E+13&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 2.824295E+13 || 4.236443E+13&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 8.472886E+13 || 1.270933E+14&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 2.541866E+14 || 3.812799E+14&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 7.625597E+14 || 1.143840E+15&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 2.287679E+15 || 3.431519E+15&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 6.863038E+15 || 1.029456E+16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking '''Medium(2s)''' is 1000 gems, '''Fast(1s)''' is 10000, and '''Very Fast(0.5s)''' is 100000.&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Mine:_Asteroid_Mining|Second Floor of the Mine]].&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the [[Specializations#Asteroids_Tab|asteroid cluster]] at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible [[Specializations#Treasures_Tab|reward]] in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed [[Specializations#Cluster_Tab|clusters]] on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2192</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2192"/>
		<updated>2021-11-03T12:01:15Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Workers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking '''Medium(2s)''' is 1000 gems, '''Fast(1s)''' is 10000, and '''Very Fast(0.5s)''' is 100000.&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Mine:_Asteroid_Mining|Second Floor of the Mine]].&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the [[Specializations#Asteroids_Tab|asteroid cluster]] at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible [[Specializations#Treasures_Tab|reward]] in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed [[Specializations#Cluster_Tab|clusters]] on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=2175</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=2175"/>
		<updated>2021-11-03T11:39:19Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Shipyard.png|Color=Spring Green|ColorCode=#00E77F}}&lt;br /&gt;
[[File:Cyan resource.png|left]]&lt;br /&gt;
The '''Shipyard''' is a building where you can send ships out to gather resources.&lt;br /&gt;
[[File:Shipyard2.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Weather==&lt;br /&gt;
Weather is a modifier to the resource gain of your shipments.&lt;br /&gt;
&lt;br /&gt;
Weather changes over time, except when you start a mission, then weather stays the same until you collect the shipment.&lt;br /&gt;
&lt;br /&gt;
The effect of weather is affected by certain upgrades.&lt;br /&gt;
&lt;br /&gt;
If you have bad weather, then it's advisable to wait until the weather changes, or consider re-starting a shipment if the weather has improved shortly after it starts.&lt;br /&gt;
&lt;br /&gt;
==Shipments==&lt;br /&gt;
You can send your ship out to gather shipments.&lt;br /&gt;
&lt;br /&gt;
Every time you collect a shipment, your reward bonus is increased by increasing shipment number by 1, which additively increases the reward bonus by your bonus/shipment percentage.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your bonus modifier per shipment, which recalculates you reward bonus by multiplying shipment number by the new percentage bonus. &lt;br /&gt;
&lt;br /&gt;
There are 6 options of shipments&lt;br /&gt;
&lt;br /&gt;
*'''5 minutes:''' White Cubes&lt;br /&gt;
*'''15 minutes:''' Orange Cubes, Brown Cubes, and Red Cubes&lt;br /&gt;
*'''60 minutes:''' Green Cubes, Blue Cubes, and Purple Cubes&lt;br /&gt;
*'''4 hours:''' Yellow Cubes, Light Blue Cubes, and Pink Cubes&lt;br /&gt;
*'''8 hours:''' Cyan Cubes, Gray Cubes, and Black Cubes&lt;br /&gt;
*'''24 hours:''' Gems, and Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
==Sea miles==&lt;br /&gt;
As long as your ships are out making shipments, they are gaining sea miles. Unlike shipments, this gain happens continuously, regardless of if the shipment completes.&lt;br /&gt;
&lt;br /&gt;
The formula for sea mile gain is &amp;lt;code&amp;gt;0.0002 / sec. * ShipmentConstant&amp;lt;/code&amp;gt; (which is 1 for 5 min. shipment, 2 for 15 min., 3 for 1 hour, etc.) and the skill raises the shipment constant to the power of 1.2. So with the skill, a 24-hour shipment has a constant of ~8.59, and is that much better than doing 5-min shipments.&lt;br /&gt;
&lt;br /&gt;
Like everything else in the Shipyard, sea mile gain is affected by the [[Power Plant]].&lt;br /&gt;
&lt;br /&gt;
Sea miles earn you the following '''Milestones''': &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Miles !!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Freshwaters&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 10%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Third Mate&lt;br /&gt;
|Unlocks temperature forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Offshore&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 25%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Second Mate&lt;br /&gt;
|Unlocks wind forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Dead Sea&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 30%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|100||Engineers Island||Increases production from resource producers in the factory (excluding gem and exotic gems) by 1% per shipment.&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|First Mate&lt;br /&gt;
|Unlocks humidity forecasting.&lt;br /&gt;
|-&lt;br /&gt;
|250||High Seas&lt;br /&gt;
|Multiplies resource rewards from shipments (excluding gems and exotic gems) with your town level.&lt;br /&gt;
|-&lt;br /&gt;
|500&lt;br /&gt;
|Cave Islands&lt;br /&gt;
|Increases all mining resource rewards (town resources, shards and gems) by 1% per sea mile.&lt;br /&gt;
|-&lt;br /&gt;
|1250&lt;br /&gt;
|Atlantic Ocean&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 100%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|5000&lt;br /&gt;
|Pacific Ocean&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 200%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|15000&lt;br /&gt;
|Sea Bear&lt;br /&gt;
|Increases resource drops from enemies during tower testing by 1% per sea mile.&lt;br /&gt;
|-&lt;br /&gt;
|27500&lt;br /&gt;
|Atlantis&lt;br /&gt;
|Each shipment increases all mining rewards (town resources, shards and gems) by 100% (additive with itself)&lt;br /&gt;
|-&lt;br /&gt;
|50000&lt;br /&gt;
|Mariana Trench&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 400%. (multiplicative)&lt;br /&gt;
|-&lt;br /&gt;
|100000&lt;br /&gt;
|Sea Lion&lt;br /&gt;
|Increases resource rewards (excluding gems and exotic gems) from shipments by 5% per sea mile. (additive with itself)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades can be bought to provide bonus to shipment reward.&lt;br /&gt;
&lt;br /&gt;
===Shipment Rewards Upgrades===&lt;br /&gt;
* Improved decks (Max. 400 levels): Increase the reward bonus per shipment by 0.05%.&lt;br /&gt;
&lt;br /&gt;
That means, multiply the resource gain by x(1+0.05%*upgrades*shipments)&lt;br /&gt;
&lt;br /&gt;
===Weather Effects===&lt;br /&gt;
* Bigger sails (Max. 100 levels): Increase the weather exponent by 2%.&lt;br /&gt;
* Stronger keel (Max. 50 levels): Increase the weather exponent by 3%.&lt;br /&gt;
* Reinforced hull (Max. 20 levels): Increase the weather exponent by 5%.&lt;br /&gt;
&lt;br /&gt;
Each weather effect upgrades stack additive with itself, but different weather upgrade stack multiplicative.&lt;br /&gt;
&lt;br /&gt;
Note that the power effect also apply to weather debuffs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sturdy Decks''' - Reduces the effects of bad weather by 50%.&lt;br /&gt;
*'''Precious Freight''' - Applies the shipment bonus to regular gems at a reduced rate of x^0.5.&lt;br /&gt;
*'''Advanced Navigation''' - Raises the seamile multiplier to the power of 1.2 for all shipments that take longer than 5 minutes in total to complete.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Armored Cargo Bay''' - Applies the shipment bonus to exotic gems at a reduced rate of x^0.2 by reinforcing the bulkheads of all ships.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=2159</id>
		<title>Trading Post</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=2159"/>
		<updated>2021-11-03T11:15:37Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Trading Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=6000|Image=Tradingpost.png|Color=Columbia Blue|ColorCode=#90DAFF}}&lt;br /&gt;
[[File:Lightblue resource.png|left]]&lt;br /&gt;
The '''Trading Post''' is a building used to exchange cubes.&lt;br /&gt;
[[File:TradePostScreen.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Trading==&lt;br /&gt;
Trading deals appear at the right side of the screen, requesting a random amount of a certain resource and giving a randomly chosen resource in return at equal value. Successful trades are then removed from the list. Every hour (The timer is at the top left of the menu) the trading deals are reset.&lt;br /&gt;
&lt;br /&gt;
==Upgrades and Crates==&lt;br /&gt;
&lt;br /&gt;
With rework of trading post, some upgrades and crates added to trading post. Whenever you do a trade, you gain crates. Whenever you upgrade anything, you get a boost based on your crates (for example if you max factory producer boost, you get '''crate amount^1''' of producer boost)&lt;br /&gt;
&lt;br /&gt;
==Trading Rewards==&lt;br /&gt;
Here is a list of the rewards trading post can provide.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Max upgrade !! Effect formula (lvl X) !! Effect formula (lvl 1) !! Effect formula (lvl max)&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Resource Drop Bonus || 13 || Log&amp;lt;sub&amp;gt;8.5-0.5X&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;8&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Hitpoints Bonus || 9 || '''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Shield Bonus || 9 || '''Crates'''&amp;lt;sup&amp;gt;0.07+0.07X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.14&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.7&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Resources || 19 || '''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Gems || 21 || Log&amp;lt;sub&amp;gt;52-2X&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;50&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Exotic Gems || 21 || Log&amp;lt;sub&amp;gt;524288000/(2^X)&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;262144000&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;250&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Resources || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.06+0.03X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.09&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;1.26&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Gems || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.03+0.015X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.045&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.63&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Exotic Gems || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.0025X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.0025&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a bonus doesn't apply if there's no level invested in it, or the bonus is below 1x(which may happen to the bonus that use log)&lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Every tier allows more trading deals to show up on the trade board. &lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
*'''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
*'''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
*'''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
*'''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Bargaining''' - Increases the conversion rate by an additional 10%.&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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=2158</id>
		<title>Trading Post</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=2158"/>
		<updated>2021-11-03T11:11:31Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=6000|Image=Tradingpost.png|Color=Columbia Blue|ColorCode=#90DAFF}}&lt;br /&gt;
[[File:Lightblue resource.png|left]]&lt;br /&gt;
The '''Trading Post''' is a building used to exchange cubes.&lt;br /&gt;
[[File:TradePostScreen.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Trading==&lt;br /&gt;
Trading deals appear at the right side of the screen, requesting a random amount of a certain resource and giving a randomly chosen resource in return at equal value. Successful trades are then removed from the list. Every hour (The timer is at the top left of the menu) the trading deals are reset.&lt;br /&gt;
&lt;br /&gt;
==Upgrades and Crates==&lt;br /&gt;
&lt;br /&gt;
With rework of trading post, some upgrades and crates added to trading post. Whenever you do a trade, you gain crates. Whenever you upgrade anything, you get a boost based on your crates (for example if you max factory producer boost, you get '''crate amount^1''' of producer boost)&lt;br /&gt;
&lt;br /&gt;
==Trading Rewards==&lt;br /&gt;
Here is a list of the rewards trading post can provide.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Max upgrade !! Effect formula (lvl X) !! Effect formula (lvl 1) !! Effect formula (lvl max)&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Resource Drop Bonus || 13 || Log&amp;lt;sub&amp;gt;8.5-0.5X&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;8&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Hitpoints Bonus || 9 || '''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Shield Bonus || 9 || '''Crates'''&amp;lt;sup&amp;gt;0.07+0.07X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.14&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.7&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Resources || 19 || '''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Gems || 21 || Log&amp;lt;sub&amp;gt;52-2X&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;50&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Exotic Gems || 21 || Log&amp;lt;sub&amp;gt;524288000/(2^X)&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;262144000&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;250&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Resources || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.06+0.03X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.09&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;1.26&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Gems || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.03+0.015X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.045&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.63&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Exotic Gems || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.0025X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.0025&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Every tier allows more trading deals to show up on the trade board. &lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
*'''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
*'''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
*'''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
*'''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Bargaining''' - Increases the conversion rate by an additional 10%.&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>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2152</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2152"/>
		<updated>2021-11-03T10:48:32Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military Tier]] 1, used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
==Workers==&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
&lt;br /&gt;
===Tower Testing===&lt;br /&gt;
&lt;br /&gt;
====Module Manager====&lt;br /&gt;
Gives this worker permission to upgrade tower modules during tower testing.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
====Era Divider====&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
===Powerplant===&lt;br /&gt;
&lt;br /&gt;
====Storage Manager====&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
====Boost Restarter====&lt;br /&gt;
Automatically restarts all boosts based on the current settings&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the construction of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
===Shipyard===&lt;br /&gt;
&lt;br /&gt;
====Dockmaster====&lt;br /&gt;
Orders shipments and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
===Laboratory===&lt;br /&gt;
&lt;br /&gt;
====Water Plants (Nature Experiment)====&lt;br /&gt;
Waters a single tile in the nature experiment garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
====Expand (Neutral Experiment)====&lt;br /&gt;
Automatically uses the expand function of the neutral experiment on every worker tick.&lt;br /&gt;
&lt;br /&gt;
====Freezer (Water Experiment)====&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the water experiment. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
===Construction Firm===&lt;br /&gt;
&lt;br /&gt;
====Auto-Constuct====&lt;br /&gt;
Automatically tries to upgrade any building that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
===Museum===&lt;br /&gt;
&lt;br /&gt;
====Buy &amp;amp; Combine====&lt;br /&gt;
Buys 3x T1 Power Stones and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
&lt;br /&gt;
====Ore Manager====&lt;br /&gt;
Automatically puts ores into the crusher to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
====Refining Overseer====&lt;br /&gt;
Restarts the refining process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
Automatically add an itemstack to the beginning of the dissolve queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the second floor of the factory before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
&lt;br /&gt;
====Drill Operator====&lt;br /&gt;
Automatically refills and restarts the drill on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
Digs up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
Automatically starts drilling the next drill-able field in the asteroid cluster at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible reward in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed clusters on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2116</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2116"/>
		<updated>2021-11-02T13:23:17Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: /* Asteroids Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;• &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction Bar: Shows the amount of time it takes to form n amount of drones.&lt;br /&gt;
&lt;br /&gt;
*Launch Bar: Shows the amount of time it takes to launch n amount of drones.&lt;br /&gt;
&lt;br /&gt;
*Form Bar: Shows the amount of time it take to form a Dyson ring. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
The formula for asteroid mining time for one tile is Time=2*Distance/DrillPower*1.5&amp;lt;sup&amp;gt;TileMining-1&amp;lt;/sup&amp;gt;, where the unit for Time is minute, Distance is AU. Drill power use the after-percentage value(e.g. if drill power is 1000%, use 10 in formula), and TileMining is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
:*Anywhere from t1 ores, to an exotic producer. Chance on getting higher tier items is based on the distance of the cluster.&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
• &amp;lt;small&amp;gt;Description by [[Special:Contributions/d0sboots|d0sboots]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2115</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2115"/>
		<updated>2021-11-01T07:05:05Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''13''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||Increases module drop rate by 1% for each researched artifact&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||-10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the Halloween event (Oct.31st to Nov.7th, 2021)&lt;br /&gt;
|Have one more artifact in the artifact list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2114</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2114"/>
		<updated>2021-10-31T10:59:41Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military Tier]] 1, used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
==Workers==&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
[insert a lot of stuff here]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2113</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2113"/>
		<updated>2021-10-31T10:58:06Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Workers is a mechanic that is available at [[Military Tier]] 1, used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
==Workers==&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
[insert worker cost table here in case someone need it]&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking each interval is [insert cost here].&lt;br /&gt;
&lt;br /&gt;
==Task List==&lt;br /&gt;
[insert a lot of stuff here]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2070</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2070"/>
		<updated>2021-10-26T12:02:48Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;• &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To scan an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Dissolving, it is the process of turning scanned items to mass, the amount of mass you can get from dissolving is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
Fabricating, it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting saplings in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
*Power Output: &lt;br /&gt;
Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
&lt;br /&gt;
*Rings: &lt;br /&gt;
Amount of rings formed around Dyson.&lt;br /&gt;
Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
*Used Rings: &lt;br /&gt;
Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
*Drones: &lt;br /&gt;
Amount of drones currently on space.&lt;br /&gt;
Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
*Drones (on ground): &lt;br /&gt;
Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
*Dyson Energy: &lt;br /&gt;
The energy harvested from the Dyson sphere. &lt;br /&gt;
Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction Bar: Shows the amount of time it takes to form n amount of drones.&lt;br /&gt;
&lt;br /&gt;
*Launch Bar: Shows the amount of time it takes to launch n amount of drones.&lt;br /&gt;
&lt;br /&gt;
*Form Bar: Shows the amount of time it take to form a Dyson ring. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has milestones, each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also unstable, meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
Cluster, it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
Asteroids, these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
Scanning, it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock Fast Scan, it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
Switching, it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
Delete (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the name, distance, and rewards the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can drill automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
- Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
- Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
- Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items &lt;br /&gt;
Anywhere from t1 ores, to an exotic producer. Chance on getting higher tier items is based on the distance of the cluster.&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator and Crafter===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2069</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2069"/>
		<updated>2021-10-26T11:59:14Z</updated>

		<summary type="html">&lt;p&gt;Cl1694: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;• &amp;lt;small&amp;gt;Authored by [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT4, you get the chance to choose the first of three specializations from the [https://www.perfecttower2.com/wiki/Military_Perks military perks]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. &lt;br /&gt;
&lt;br /&gt;
To scan an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned. (Ores are the first items you can scan)&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Creates scanned items from mass, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Dissolving, it is the process of turning scanned items to mass, the amount of mass you can get from dissolving is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
Fabricating, it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting saplings in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
*Power Output: &lt;br /&gt;
Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
&lt;br /&gt;
*Rings: &lt;br /&gt;
Amount of rings formed around Dyson.&lt;br /&gt;
Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
*Used Rings: &lt;br /&gt;
Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
*Drones: &lt;br /&gt;
Amount of drones currently on space.&lt;br /&gt;
Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
*Drones (on ground): &lt;br /&gt;
Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
*Dyson Energy: &lt;br /&gt;
The energy harvested from the Dyson sphere. &lt;br /&gt;
Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction Bar: Shows the amount of time it takes to form n amount of drones.&lt;br /&gt;
&lt;br /&gt;
*Launch Bar: Shows the amount of time it takes to launch n amount of drones.&lt;br /&gt;
&lt;br /&gt;
*Form Bar: Shows the amount of time it take to form a Dyson ring. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has milestones, each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also unstable, meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
Cluster, it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
Asteroids, these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
Scanning, it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock Fast Scan, it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
Switching, it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
Delete (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the name, distance, and rewards the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can drill automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
- Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
&lt;br /&gt;
- Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
&lt;br /&gt;
- Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items &lt;br /&gt;
Anywhere from t1 ores, to an exotic producer. Chance on getting higher tier items is based on the distance of the cluster.&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator and Crafter===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;/div&gt;</summary>
		<author><name>Cl1694</name></author>
		
	</entry>
</feed>