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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cloudninjakip</id>
	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-04-30T15:19:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2987</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2987"/>
		<updated>2023-08-19T12:18:41Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|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 4 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;
Level 4 unlocks Perfect Space&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;
&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Void]]&lt;br /&gt;
* [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
* [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
* [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
* [[Modules#List_of_Modules|Reboot]]&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*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&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;
Skillpoints drop in groups of 200, the last one drops at distance 100&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;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
(this section is mostly outdated because perfect space was reworked. please update this)&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
A + D: move left and right&lt;br /&gt;
Space: Shoot (can be held down)&lt;br /&gt;
Q: Use pilot ability&lt;br /&gt;
W: Use ship ability&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
S: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Spaceships===&lt;br /&gt;
[[File:PerfectSpaceShips.png|thumb]]&lt;br /&gt;
There are 3 different spaceships you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spaceship!! Ability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dragonfly || Cloaking || cant be targeted and takes less dmg&lt;br /&gt;
|-&lt;br /&gt;
| Juggernaut || Impulse engines || increased movement speed and power&lt;br /&gt;
|-&lt;br /&gt;
| Reaper|| Adaptive armor || increases armor and hp regen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you beat the boss with a Spaceship the next one will be unlocked (alternatively you can buy it with tokens)&lt;br /&gt;
&lt;br /&gt;
Your choice of spaceship influences your base stats&lt;br /&gt;
===Weapons===&lt;br /&gt;
For every Spaceship there are 3 unique weapons to choose. &lt;br /&gt;
Unlock them by beating the boss with the previous one.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
[[File:PerfectSpacePilots.png|thumb]]&lt;br /&gt;
There are 3 different Pilots you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pilot !! Ability !! Effect !! Passive&lt;br /&gt;
|-&lt;br /&gt;
| Captain || Shotgun || fires the ships weapon in a half circle|| Physical&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic  || Shield || Absorbs damage || Energy&lt;br /&gt;
|-&lt;br /&gt;
| Securbot  || Overdrive || increases stats temporarily|| Special&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you beat the boss with a Pilot the next one will be unlocked (alternatively you can buy them with tokens)&lt;br /&gt;
&lt;br /&gt;
===Upgrades:=== &lt;br /&gt;
(outdated)&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at 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 dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities:=== &lt;br /&gt;
Abilities now depend on the spaceship you are using: someone please fix this, only the level 25 ability is based, level 20 and 30 are pilot based and 5 and 10/15 are weapon based&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Lvl5 ability !! Lvl15 ability !! Lvl20 ability !! Lvl25 ability !! Lvl30 ability&lt;br /&gt;
|-&lt;br /&gt;
| Dragonfly|| Piercing|| Kinetic Converter || Shotgun: no CD|| Reactive Armor|| Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
| Juggernaut|| Piercing || Stun Chance|| Shotgun: no CD|| Vampiric Maneuvres || Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
| Reaper || Piercing || Mulitshot|| Shotgun: no CD|| Distortion Field|| Marksmanship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their strengh it is recommended to unlock abilities as soon as unlocked.&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 and is not required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&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 32(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;
&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 || 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>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2969</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2969"/>
		<updated>2023-08-15T23:15:03Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Reverted change made to daigoparry solution, please don't grief the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|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 4 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;
Level 4 unlocks Perfect Space&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;
&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Void]]&lt;br /&gt;
* [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
* [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
* [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
* [[Modules#List_of_Modules|Reboot]]&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*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&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;
Skillpoints drop in groups of 200, the last one drops at distance 100&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;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
(this section is mostly outdated because perfect space was reworked. please update this)&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
A + D: move left and right&lt;br /&gt;
Space: Shoot (can be held down)&lt;br /&gt;
Q: Use pilot ability&lt;br /&gt;
W: Use ship ability&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
S: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Spaceships===&lt;br /&gt;
[[File:PerfectSpaceShips.png|thumb]]&lt;br /&gt;
There are 3 different spaceships you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spaceship!! Ability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Dragonfly || Cloaking || cant be targeted and takes less dmg&lt;br /&gt;
|-&lt;br /&gt;
| Juggernaut || Impulse engines || increased movement speed and power&lt;br /&gt;
|-&lt;br /&gt;
| Reaper|| Adaptive armor || increases armor and hp regen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you beat the boss with a Spaceship the next one will be unlocked (alternatively you can buy it with tokens)&lt;br /&gt;
&lt;br /&gt;
Your choice of spaceship influences your base stats&lt;br /&gt;
===Weapons===&lt;br /&gt;
For every Spaceship there are 3 unique weapons to choose. &lt;br /&gt;
Unlock them by beating the boss with the previous one.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
[[File:PerfectSpacePilots.png|thumb]]&lt;br /&gt;
There are 3 different Pilots you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pilot !! Ability !! Effect !! Passive&lt;br /&gt;
|-&lt;br /&gt;
| Captain || Shotgun || fires the ships weapon in a half circle|| Physical&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic  || Shield || Absorbs damage || Energy&lt;br /&gt;
|-&lt;br /&gt;
| Securbot  || Overdrive || increases stats temporarily|| Special&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you beat the boss with a Pilot the next one will be unlocked (alternatively you can buy them with tokens)&lt;br /&gt;
&lt;br /&gt;
===Upgrades:=== &lt;br /&gt;
(outdated)&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at 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 dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities:=== &lt;br /&gt;
Abilities now depend on the spaceship you are using: someone please fix this, only the level 25 ability is based, level 20 and 30 are pilot based and 5 and 10/15 are weapon based&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Lvl5 ability !! Lvl15 ability !! Lvl20 ability !! Lvl25 ability !! Lvl30 ability&lt;br /&gt;
|-&lt;br /&gt;
| Dragonfly|| Piercing|| Kinetic Converter || Shotgun: no CD|| Reactive Armor|| Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
| Juggernaut|| Piercing || Stun Chance|| Shotgun: no CD|| Vampiric Maneuvres || Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
| Reaper || Piercing || Mulitshot|| Shotgun: no CD|| Distortion Field|| Marksmanship&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their strengh it is recommended to unlock abilities as soon as unlocked.&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 and (in the future) will (hopefully) not be required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&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 32(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;
&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 || 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>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2931</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2931"/>
		<updated>2023-08-10T11:50:28Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: &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 4 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;
Level 4 unlocks Perfect Space&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;
&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Void]]&lt;br /&gt;
* [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
* [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
* [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
* [[Modules#List_of_Modules|Reboot]]&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*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&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;
Skillpoints drop in groups of 200, the last one drops at distance 100&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;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens per minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
W/D: Move left/right&lt;br /&gt;
A + Direction: Dash (moves short distance in held direction &amp;amp; grants intangibility for brief period)&lt;br /&gt;
Space: Shoot (can be held down)&lt;br /&gt;
Q: Use Shotgun (cooldown in top left)&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
R: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Upgrades:===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at 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 dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
Abilities are special one-time upgrades that can be purchased every 5 levels, starting with Leech at lvl 5, then piercing and multishot at levels 10 and 15. One is generally advised to get them close to if not as soon as each one is available due to their high power level compared to regular upgrades.&lt;br /&gt;
*'''Leech:''' Restores health on damaging enemies. &lt;br /&gt;
*'''Piercing:''' Bullets pierce through all enemies and obstacles, dealing damage to everything they come into contact with. &lt;br /&gt;
*'''Multishot:''' Occasionally shoots two additional bullets diagonally forwards in a V pattern when attacking or using 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 and (in the future) will (hopefully) not be required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&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 32(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;
&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 || 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>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2930</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2930"/>
		<updated>2023-08-10T11:41:42Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: &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 4 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;
Level 4 unlocks Perfect Space&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;
&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Void]]&lt;br /&gt;
* [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
* [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
* [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
* [[Modules#List_of_Modules|Reboot]]&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*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&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;
Skillpoints drop in groups of 200, the last one drops at distance 100&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;
To access it: Upgrade the arcade in the construction firm to tier IV(4)&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens per minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
W/D: Move left/right&lt;br /&gt;
A + Direction: Dash (moves short distance in held direction &amp;amp; grants intangibility for brief period)&lt;br /&gt;
Space: Shoot (can be held down)&lt;br /&gt;
Q: Use Shotgun (cooldown in top left)&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
R: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Upgrades:===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at 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 dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
Abilities are special one-time upgrades that can be purchased every 5 levels, starting with Leech at lvl 5, then piercing and multishot at levels 10 and 15. One is generally advised to get them close to if not as soon as each one is available due to their high power level compared to regular upgrades.&lt;br /&gt;
*'''Leech:''' Restores health on damaging enemies. &lt;br /&gt;
*'''Piercing:''' Bullets pierce through all enemies and obstacles, dealing damage to everything they come into contact with. &lt;br /&gt;
*'''Multishot:''' Occasionally shoots two additional bullets diagonally forwards in a V pattern when attacking or using 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 without losing health(can lose shield).&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 32(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;
&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 || 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>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2928</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=2928"/>
		<updated>2023-08-10T07:04:33Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Changed daigoparry unlock condition&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;
&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
* [[Modules#List_of_Modules|Void]]&lt;br /&gt;
* [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
* [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
* [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
* [[Modules#List_of_Modules|Reboot]]&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*4 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Cards(Boss 5) || 6 || 50&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;
Skillpoints drop in groups of 200, the last one drops at distance 100&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 has been hidden due to it being reworked.'''&lt;br /&gt;
&amp;lt;spoiler&amp;gt;To access it: Enter the Konami Code in the arcade. ⬆⬆⬇⬇⬅➡⬅➡🅱🅰&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive for 7 minutes, obtaining 10 tokens per minute, +30 upon winning.&lt;br /&gt;
&lt;br /&gt;
Requires 100 Arcade resources to play.&lt;br /&gt;
&lt;br /&gt;
'''WARNING: DO NOT PLAY PERFECT SPACE WHILE ADVENTURE SCREEN IS OPEN!''' Adventure will '''still receive input''' while Perfect Space is running, which can potentially kill your run if you changed your Adventure hotkeys to use WASD. &lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
W/D: Move left/right&lt;br /&gt;
A + Direction: Dash (moves short distance in held direction &amp;amp; grants intangibility for brief period)&lt;br /&gt;
Space: Shoot (can be held down)&lt;br /&gt;
Q: Use Shotgun (cooldown in top left)&lt;br /&gt;
E: Toggle Autofire &lt;br /&gt;
R: Open Upgrade menu&lt;br /&gt;
&lt;br /&gt;
===Upgrades:===&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
*'''Power:''' Increases the damage of the spaceship's bullets.&lt;br /&gt;
*'''Max health:''' Increases spaceship maximum health.&lt;br /&gt;
*'''Health Regeneration:''' Speeds up passive spaceship health regeneration. &lt;br /&gt;
*'''Movement Speed:''' Increases the speed at 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 dash cooldown and increases dash intangibility duration.&lt;br /&gt;
*'''Shotgun:''' Reduces the cooldown of shotgun attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
Abilities are special one-time upgrades that can be purchased every 5 levels, starting with Leech at lvl 5, then piercing and multishot at levels 10 and 15. One is generally advised to get them close to if not as soon as each one is available due to their high power level compared to regular upgrades.&lt;br /&gt;
*'''Leech:''' Restores health on damaging enemies. &lt;br /&gt;
*'''Piercing:''' Bullets pierce through all enemies and obstacles, dealing damage to everything they come into contact with. &lt;br /&gt;
*'''Multishot:''' Occasionally shoots two additional bullets diagonally forwards in a V pattern when attacking or using 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 without losing health(can lose shield).&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 32(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;
&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 || 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>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2744</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=2744"/>
		<updated>2023-03-16T13:34:17Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: carrot artifact is now 10%/old 5%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artifacts''' are hidden items that can be found and researched for unique rewards. Artifacts can be viewed and researched in the [[Museum]].&lt;br /&gt;
&lt;br /&gt;
==Researching==&lt;br /&gt;
Once unlocked, each artifact can be researched, and will only grant its reward once this process is completed. Researching takes a fixed amount of time.&lt;br /&gt;
&lt;br /&gt;
There are two Museum skills which affect artifact research: the '''Faster Research''' skill improves the research time, while the '''Offline Research''' skill allows artifact research to continue while the player is offline.&lt;br /&gt;
&lt;br /&gt;
All boss artifacts get a +100% base drop chance per kill on the respective boss(which is pretty much just base chance multiplied by boss kills)&lt;br /&gt;
==List of artifacts==&lt;br /&gt;
{{Spoiler hatnote|artifact unlock conditions and rewards}}&lt;br /&gt;
&lt;br /&gt;
There are currently '''17''' artifacts available to collect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|Broken Sword||Click on the broken sword in [[Ocean]]||Unlocks the broken sword [[Town#Town Assets|town asset]]&lt;br /&gt;
|-&lt;br /&gt;
|Carrot||Click on the snowman's carrot in [[Winter]]||This strange object from the old world is made of 88% water, 9% carbohydrates, 0.9% protien, 2.8% dietary fiber, 1% ash, and 0.2% fat.&lt;br /&gt;
 Increases resource drops by 10% per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|Sign||Click on the sign in [[High Mountain]]||This was used for navigation before we invented the Quantum Positioning System, maybe we should examine where it leads to. &lt;br /&gt;
 Increases module drop rate by 1% for each researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|Energy Sphere||[[Statue of Cubos#Bosses|Boss]]1 (??% dropchance)||[[File:Offensive Module.png|Offensive|30px]] '''Energy Sphere'''&lt;br /&gt;
|-&lt;br /&gt;
|Chained Mannequin||Disable the [[Era]] powers of any element and then kill Era enemies of that element||+300% XP cost research speed in the era research tab&amp;lt;br&amp;gt;Allows you to use gems to instantly finish the xp cost research&lt;br /&gt;
|-&lt;br /&gt;
|Metal Plating||[[Statue of Cubos#Bosses|Boss]] 2 (15% drop chance)||[[File:Defensive Module.png|Defensive|30px]] '''Metal Plating'''&lt;br /&gt;
|-&lt;br /&gt;
|Vine Monster||[[Statue of Cubos#Bosses|Boss]] 2 (5% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Toxic Piranha Ivy'''&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Device||Boss 3 (15% drop chance)||[[File:Offensive Module.png|Offensive|30px]] '''Fire Bomb'''&lt;br /&gt;
|-&lt;br /&gt;
|Cubos Cube||Boss 3 (100% drop chance)||Unlocks the ability to transmute powerstones into universal powerstones&lt;br /&gt;
|-&lt;br /&gt;
|Dice of Fate||Boss 4 (10% drop chance)||[[File:Ultimate Module.png|Ultimate|30px]] '''Dice of Fate'''&lt;br /&gt;
|-&lt;br /&gt;
|Necronomicon||Boss 4 (5% drop chance)||The fabled Grimore, from which so many magical devices and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities. -10% active ability cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Ominous Coil||Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)||Allows powerplant to boost workshop&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Warehouse&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
|Increases factory inventory size by 24 slots&lt;br /&gt;
|-&lt;br /&gt;
|Hyper Trading Table&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +10% trading post resource conversion rate&lt;br /&gt;
+5% crate factor&lt;br /&gt;
|-&lt;br /&gt;
|Unstable Matter&lt;br /&gt;
|Asteroid Mining (Mine 2nd floor)&lt;br /&gt;
| +50% matter from dissolving items in the fabricator&lt;br /&gt;
-25% fabrication cost&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin&lt;br /&gt;
|Reward of the Halloween event (Oct.31st to Nov.7th, 2021)&lt;br /&gt;
| Gives 5% more town resources (this is subject to change).&lt;br /&gt;
|-&lt;br /&gt;
|Heart of the Cards&lt;br /&gt;
|Adventure (Arcade)&lt;br /&gt;
| +1% damage factor (tower) for each unlocked trading card.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2738</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2738"/>
		<updated>2023-03-11T10:43:41Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: made a typo in previous edit&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 '''333''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Aftershock'''&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]&lt;br /&gt;
|'''Tremors'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 4-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Poison Sting'''&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Underground Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
|||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]&lt;br /&gt;
|'''Molten Core'''&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 5-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
|||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.16.2 B1, there are '''7''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2737</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2737"/>
		<updated>2023-03-11T10:36:59Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: At the request of Woot, WINCE condition is unspoilered&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 '''333''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Hint: Beat Chaos Impossible without using any defensive modules. ||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Aftershock'''&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]&lt;br /&gt;
|'''Tremors'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 4-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Poison Sting'''&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Underground Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
|||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]&lt;br /&gt;
|'''Molten Core'''&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 5-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
|||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.16.2 B1, there are '''7''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2736</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2736"/>
		<updated>2023-03-11T10:16:27Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Removed footnote for WINCE, along with link to it&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 '''333''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||&amp;lt;spoiler&amp;gt;Hint: Beat Chaos Impossible without using any defensive modules. &amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Aftershock'''&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]&lt;br /&gt;
|'''Tremors'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 4-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Poison Sting'''&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Underground Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
|||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]&lt;br /&gt;
|'''Molten Core'''&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 5-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
|||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.16.2 B1, there are '''7''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2735</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2735"/>
		<updated>2023-03-11T10:06:02Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Changed WINCE hint to a hint that the average person can actually understand(it's not like it's much of a secret module anyways)&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 '''333''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat Chaos Impossible without using any defensive modules. &amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality||Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
| ||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 9&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Aftershock'''&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]&lt;br /&gt;
|'''Tremors'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 4-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Poison Sting'''&lt;br /&gt;
|100&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Underground Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 4-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
|||STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]&lt;br /&gt;
|'''Molten Core'''&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 5-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
|||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|50|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.16.2 B1, there are '''7''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2528</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2528"/>
		<updated>2022-06-13T09:56:38Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: changed module type image of generic armor from ultimate to defensive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''318''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|5|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|100|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|26|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral and universal enemies that enter it.&lt;br /&gt;
|Neutral Universal||ACTIVE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||R15: [[Chaos]]: Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17|| || || ||18|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||19||20||21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||22||23|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||24||25||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||18||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||21||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||20||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||19||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||22||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||23||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||24||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||25||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||26||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.10.0 B6, there are '''3''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=2320</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=2320"/>
		<updated>2022-03-15T00:40:34Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: I need some friends; corrected to I want some friends&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NatureExperiment.png|thumb|The Nature Experiment|link=Special:FilePath/NatureExperiment.png]]&lt;br /&gt;
[[File:Experiment Nature icon.png|left|link=Special:FilePath/Experiment_Nature_icon.png]]&lt;br /&gt;
The '''Nature experiment''' is one of 12 experiments of the [[laboratory]], available at laboratory tier 2.&lt;br /&gt;
&lt;br /&gt;
The goal of the experiment is to grow a variety of different plants by altering the temperature, daylight and surrounding plants.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
[[File:Plant list t1-5.png|thumb|Plant types listed above from left to right|link=Special:FilePath/Plant_list_t1-5.png]]&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants with an empty mouse to harvest when ready, and use the shovel to delete seeds/plants.&lt;br /&gt;
&lt;br /&gt;
Flowers grow into a number of different mutations depending on a combination of the following factors:&lt;br /&gt;
&lt;br /&gt;
*Time of day (day or night)&lt;br /&gt;
*Temperature (hot, cold or neutral) of its own tile&lt;br /&gt;
*Temperature of 1 or more of the surrounding tiles&lt;br /&gt;
*Number and type(s) of the plants in surrounding tiles&lt;br /&gt;
&lt;br /&gt;
The player must experiment with the above factors to find all mutations and unlock the rewards.&lt;br /&gt;
&lt;br /&gt;
=Plants=&lt;br /&gt;
&lt;br /&gt;
==Basic Flower (T1)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|100|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 5:50 ''(350 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I am what I am: Solution&lt;br /&gt;
|Anything that doesn't match the others, such as a t1 seed on a neutral tile during the day&lt;br /&gt;
[[File:I am what i am.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint|I'm a normie!}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like cold nights: Solution&lt;br /&gt;
|t1 seed on cold tile during the night&lt;br /&gt;
[[File:I like cold nights.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint|I'm shivering in the dark}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it cold: Solution&lt;br /&gt;
|t1 seed on cold tile during the day&lt;br /&gt;
[[File:I like it cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint|It can't match &amp;quot;I like cold nights&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it hot: Solution&lt;br /&gt;
|t1 seed on hot tile during the night&lt;br /&gt;
[[File:I like it hot.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It can't match &amp;quot;I like hot days&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it dark: Solution&lt;br /&gt;
|t1 seed on neutral tile during the night&lt;br /&gt;
[[File:I like it dark.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint|The moon is staring at me}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like hot days: Solution&lt;br /&gt;
|t1 seed on hot tile during the day&lt;br /&gt;
[[File:I like hot days.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want one friend in the night: Solution&lt;br /&gt;
|2 t1 seeds on touching tiles during the night&lt;br /&gt;
[[File:I want 1 friend in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some friends: Solution&lt;br /&gt;
|5-7 t1 seeds, 1 seed in a 3x3 area surrounded by the other 4-6&lt;br /&gt;
[[File:I want some friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|I want a few friends, not too much&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need cold friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the outside plants on cold tiles&lt;br /&gt;
[[File:I need cold friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I want some friends,&amp;quot; but they're cold.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need hot friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the outside plants on hot tiles&lt;br /&gt;
[[File:I need hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{Collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I want some friends,&amp;quot; but they're hot.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want many friends: Solution&lt;br /&gt;
|1 t1 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:I want many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Surround me with friends&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need a chilly friend: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a cold tile&lt;br /&gt;
[[File:I need a chilly friend.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need a hot buddy: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a hot tile&lt;br /&gt;
[[File:I need a hot buddy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want one friend during the day: Solution&lt;br /&gt;
|2 t1 seeds next to each other during the day&lt;br /&gt;
[[File:I want 1 friend during the day.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want to be hot among cool friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the middle seed on hot tile, and outer seeds on a cold tile&lt;br /&gt;
[[File:I want to be cool among hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I need cold friends,&amp;quot; but with a twist.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want strong friends: Solution&lt;br /&gt;
|t1 seed surrounded by 8 t4 seeds&lt;br /&gt;
[[File:I want strong friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It's not enough to be a little bit strong. I want to be surrounded by protective friends.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want the strongest friends: Solution&lt;br /&gt;
|t1 seed surrounded by 8 t5 seeds&lt;br /&gt;
[[File:I want the strongest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need different friends: Solution&lt;br /&gt;
|t1 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:I need different friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Not just one type of different friends...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot party in the night: Solution&lt;br /&gt;
|9 seeds in a 3x3 pattern on hot tiles during the night&lt;br /&gt;
[[File:I want a hot party in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|How many friends does it take to make a party?&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want to chill at day with many friends: Solution&lt;br /&gt;
|9 seeds in a 3x3 pattern on cold tiles during the day&lt;br /&gt;
[[File:I want to chill at day with many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|This is our realm now (Non 3x3 pattern): Solution&lt;br /&gt;
|t1 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:This is our realm now.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cauliflower (T2)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|2,500|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 11:40 ''(700 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I am what I am: Solution&lt;br /&gt;
|t2 seed on neutral tile during the day&lt;br /&gt;
[[File:I am what I am .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I drained their heat: Solution&lt;br /&gt;
|t2 seeds in a 3x3 pattern, with the middle tile hot and the outer tiles cold&lt;br /&gt;
[[File:I drained their heat .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Drained the heat from &amp;lt;i&amp;gt;many&amp;lt;/i&amp;gt; of them.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it cold: Solution&lt;br /&gt;
|t2 seed next to another t2 seed during the night&lt;br /&gt;
[[File:I like it cold t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it hot: Solution&lt;br /&gt;
|t2 seed on hot tile during the day&lt;br /&gt;
[[File:I like it hot t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need to be alone in the dark: Solution&lt;br /&gt;
|t2 seed on neutral tile during the night&lt;br /&gt;
[[File:Alone in dark t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need different friends: Solution&lt;br /&gt;
|t2 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:Diff friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some friends: Solution&lt;br /&gt;
|5-7 t2 seeds, 1 seed in a 3x3 area surrounded by the other 4-6 seeds all on neutral tiles&lt;br /&gt;
[[File:Some friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want many friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds all on neutral tiles&lt;br /&gt;
[[File:Many friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need weak friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:Weak friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want slightly stronger friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t3 seeds all on neutral tiles&lt;br /&gt;
[[File:Slight stronger friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a cold army: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t1 seeds on cold tiles&lt;br /&gt;
[[File:Cold army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot army: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t1 seeds on hot tiles&lt;br /&gt;
[[File:Hot army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a cold army I can trust: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds on cold tiles&lt;br /&gt;
[[File:Cold army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot army I can trust: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Hot army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want balanced soil in the night: Solution&lt;br /&gt;
|a checkers pattern with hot/cold tiles in a 3x3 area(NO SEEDS NEEDED), with a t2 seed in center&lt;br /&gt;
[[File:Balanced soil night t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like cold days: Solution&lt;br /&gt;
|t2 seed on cold tile during the day&lt;br /&gt;
[[File:Cold days t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like hot nights: Solution&lt;br /&gt;
|2 t2 seeds next to each other, with at least 1 on a hot tile during the night&lt;br /&gt;
[[File:Hot nights t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|They drained my heat: Solution&lt;br /&gt;
|t2 seed on cold tile surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Drained heat t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want the strongest friends: Solution&lt;br /&gt;
|t2 seed surrounded by at least 5 t5 seeds&lt;br /&gt;
[[File:Strongest friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some hot spots for my cold friends in the night: Solution&lt;br /&gt;
|In the night, t2 seed surrounded by 8 t2 seeds, with corner tiles cold and the tiles up, down, left, and right hot&lt;br /&gt;
[[File:Hot cold friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|This is our realm now (Non 3x3 pattern): Solution&lt;br /&gt;
|t2 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:Our realm t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bell Plant (T3)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|75,000|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 20:00 ''(1200 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t3 seed on neutral tile during the night&lt;br /&gt;
[[File:I am what I am t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Boil Me&lt;br /&gt;
|Solution: T3 seed on a hot tile surrounded by 8 T2 or t5 seeds on hot tiles during the day.&lt;br /&gt;
[[File:boil me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It's not enough for just the tile it's on to be hot...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like it very cold&lt;br /&gt;
|Solution: T3 seed on a cold tile surrounded by 8 any non-t4 seeds on cold tiles during the night.&lt;br /&gt;
[[File:very cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Present me a hot commoner at night&lt;br /&gt;
|Solution: T3 seed on any tile and a T1 seed on a hot tile next to each other at night.&lt;br /&gt;
[[File:hot commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want a cold commoner next to me&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a cold tile next to each other&lt;br /&gt;
[[File:cold commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Commoners refer to me and my other mutations as the &amp;quot;Bell Plant&amp;quot;. They fuel this mutation with their presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T1 seeds on neutral tiles&lt;br /&gt;
[[File:commoners fuel.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2 of each other tier seeds on neutral tiles&lt;br /&gt;
[[File:different friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2-4 T3 seeds on neutral tiles&lt;br /&gt;
[[File:some friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on neutral tiles&lt;br /&gt;
[[File:many friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The sound of cold bells in the night empowers me.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on cold tiles at night.&lt;br /&gt;
[[File:cold bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The sound of hot bells makes my day brighter.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on hot tiles during the day.&lt;br /&gt;
[[File:hot bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Lonely noon serenade&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile during the day.&lt;br /&gt;
[[File:noon serenade.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The commoners and I shall freeze at night.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 8 T1 seeds on cold tiles during the night.&lt;br /&gt;
[[File:commoners freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Provide me a hot worthy audience of my kind at night.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 8 T3 seeds on hot tiles during the night.&lt;br /&gt;
[[File:hot worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer a balanced crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile with T3 seeds on neutral tiles neighboring it, and T1 seeds in the corners during the day.&lt;br /&gt;
[[File:balanced crowd.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer a more &amp;quot;worthy&amp;quot; audience.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 6 T3 seeds and 2 T1 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:more worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: All commoners will bow at my presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 24 T1 seeds during the day.&lt;br /&gt;
[[File:commoners bow.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer hot soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty hot tiles during the day.&lt;br /&gt;
[[File:HotSsoil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer cold soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty cold tiles during the night.&lt;br /&gt;
[[File:cold Soil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Sing the bells bells bells bells bells bells bells bells Bells of [EXPUNGED]&lt;br /&gt;
|Solution: 25 T3 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:bells bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|Hint: This is our realm now.&lt;br /&gt;
|Solution: Realm Pattern. T3 seed on a neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:our realm t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bush Plant (T4)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|9,250,000|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 33:20 ''(2000 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T4 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Freeze me in the sun&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 4 T1 seeds on cold tiles&lt;br /&gt;
[[File:Freeze me in the sun T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Melt me in the dark&lt;br /&gt;
|Solution: T4 seed on hot tile surrounded by 4 T1 seeds on hot tiles at night&lt;br /&gt;
[[File:Melt me in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I only need myself and coldness&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 8 cold tiles&lt;br /&gt;
[[File:I only need myself and coldness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want a clean lonely throne surrounded by hot soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 hot tiles&lt;br /&gt;
[[File:I want a clean lonely throne surrounded by hot soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want to be very lonely in the dark&lt;br /&gt;
|Solution: T4 seed on neutral tile at night&lt;br /&gt;
[[File:I want to be very lonely in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like mixed soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 cold tiles and 4 hot tiles&lt;br /&gt;
[[File:I like mixed soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 2 of each other tier&lt;br /&gt;
[[File:I need different friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 T4 seeds&lt;br /&gt;
[[File:I want some friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds&lt;br /&gt;
[[File:I want many friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Grow all of us in darkness&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds at night&lt;br /&gt;
[[File:Grow all of us in darkness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|&amp;quot;All of us&amp;quot; doesn't mean &amp;quot;different friends&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: In a full round there are two of us for each of our stronger brothers&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 3 T5 seeds and 5 T4 seeds&lt;br /&gt;
[[File:In a full round there are two of us for each of our stronger brothers T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Hide me in broad daylight behind a hot wall of my kind&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center neutral tile surround by 8 T4 seeds on hot tiles.&lt;br /&gt;
[[File:Hide me in broad daylight behind a hot wall of my kind T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like cold bells at night&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T3 seeds on cold tiles at night&lt;br /&gt;
[[File:I like cold bells at night T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like hot bells at night ... but not too close&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by empty neutral tiles and 16 T3 seeds on hot tiles at night&lt;br /&gt;
[[File:I like hot bells at night ... but not to close T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: At noon when the 9 commoners bowed before their bells I froze&lt;br /&gt;
|Solution: During the day, T4 seed on cold tile with 9 T1 and T3 seeds next to each other&lt;br /&gt;
[[File:At noon when the 9 commoners bowed before their bells I froze T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Hearing the 8 bells consume cauliflowers at night made me hot (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, place a T4 seed on center hot tile surrounded by a ring of 8 T3 seeds and 8+ T2 seeds anywhere on the outer ring.&lt;br /&gt;
[[File:Hearing the 8 bells consume cauliflowers at night made me hot T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: In broad daylight I am the center of attention in a neutral world full of ignorance (Non 3x3 pattern)&lt;br /&gt;
|Solution: during the day, place a T4 seed on middle with t1 seeds filling up the rest of the board&lt;br /&gt;
[[File:In broad daylight I am the center of attention in a neutral world full of ignorance T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: We only exist within a burning hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center hot tile surround by a full grid of T4 seeds on hot tiles.&lt;br /&gt;
[[File:We only exist within a burning hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: We only exist within a frozen hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In night mode. A T4 seed on the center cold tile surround by a full grid of T4 seeds on cold tiles.&lt;br /&gt;
[[File:We only exist within a frozen hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T4 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brain Plant (T5)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|8,000,000,000|Green}}&lt;br /&gt;
&lt;br /&gt;
Harvest Time (base): 1:06:40 ''(4000 seconds)''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T5 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The soil shall become lava&lt;br /&gt;
|Solution: In day mode. A grid of 9 hot tiles with a T5 seed on the center tile.&lt;br /&gt;
[[File:The soil shall become lava T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: There is nothing colder than me&lt;br /&gt;
|Solution: During night, one T5 seed on cold tile surrounded by 8 cold tiles.&lt;br /&gt;
[[File:There is nothing colder than me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|There's nothing colder, but there might be things that are as cold...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am surrounded by my weakest friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T1 seeds.&lt;br /&gt;
[[File:I am surrounded by my weakest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I sweat at night while my friends freeze&lt;br /&gt;
|Solution: During night, one T5 seed on hot tile surrounded by 8 T1 seeds on cold tiles.&lt;br /&gt;
[[File:I sweat at night while my friends freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I warm my weak friends&lt;br /&gt;
|Solution: One T5 seed on hot tile surrounded by 1 seed of each tier on cold tiles.&lt;br /&gt;
[[File:I warm my weak friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: A crowd of hot cauliflowers froze my heart&lt;br /&gt;
|Solution: One T5 seed on cold tile surrounded by 8 T2 seeds on hot tiles.&lt;br /&gt;
[[File:A crowd of hot cauliflowers froze my heart.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T5 seed on neutral tile surrounded by 2 of each other tier.&lt;br /&gt;
[[File:I need different friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 4 T5 seeds.&lt;br /&gt;
[[File:I want some friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T5 seeds.&lt;br /&gt;
[[File:I want many friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like hot bells and I can not lie&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T3 seeds.&lt;br /&gt;
[[File:I like hot bells and i can not lie T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I hang with my hot siblings at night&lt;br /&gt;
|Solution: During night, one T5 seed on neutral ground surrounded by 8 T5 seeds on hot tiles.&lt;br /&gt;
[[File:I hang with my hot siblings at night T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want everything to be balanced and equal (Non 3x3 pattern)&lt;br /&gt;
|Solution: One T5 seed on neutral ground, surrounded by 2 seeds of each tier, each on one cold and one hot tile.&lt;br /&gt;
[[File:I want everything to be balanced and equal T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am nothing but a shadow of my cold friend&lt;br /&gt;
|Solution: During day, two T5 seeds on cold tiles next to each other.&lt;br /&gt;
[[File:I am nothing but a shadow of my cold friend T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: All my friends are here and the stronger they are the more there are (Non 3x3 pattern)&lt;br /&gt;
|Solution: Needs 1 T1, 2 T2, 3 T3, 4 T4, 5 T5 and then one more T5 in the middle.&lt;br /&gt;
[[File:All my friends are here and the stronger they are the more there are T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: A couple of my friends like it cold like me while a dozen of them are the opposite (Non 3x3 pattern)&lt;br /&gt;
|Solution: 3 T5 seeds in the middle on cold tiles, surrounded by 12 T5 seeds on hot tiles.&lt;br /&gt;
[[File:A couple of my friends like it cold like me while a dozen of them are the opposite T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: My sister is on the other side (Non 3x3 pattern)&lt;br /&gt;
|Solution: Two T5 seeds on opposite corners.&lt;br /&gt;
[[File:My sister is on the other side T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Bushes try to freeze me at night, but we fight back (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, one T5 seed in the middle on cold tiles, surrounded by 8 T4 seeds on cold tiles, surrounded by 16 T5 seeds on hot tiles.&lt;br /&gt;
[[File:Bushes try to freeze me at night but we fight back T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: At night my heat is the center of attention in a cold world (Non 3x3 pattern)&lt;br /&gt;
|Solution: During night, one T5 seed on a hot tile with T1 seeds on cold tiles on the whole board.&lt;br /&gt;
[[File:At night my heat is the center of attention in a cold world T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am the cold center of this hot empty place (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T5 seed on a center cold tile surround by a full empty hot tiles.&lt;br /&gt;
[[File:I am the cold center of this hot empty place T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T5 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|We are one, we are five.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|There's only one of us, different friends. This is our realm.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Upgrades=&lt;br /&gt;
Harvesting plants also rewards points that can be spent on various upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Watering can.png|link=Special:FilePath/Watering_can.png]] '''Watering can''' - Increase the time which watering lasts (max of 1:17:30 or 4650 seconds). Time: next_lvl*150 sec, Cost: &amp;lt;code&amp;gt;floor(10*1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Auto replant.png|link=Special:FilePath/Auto_replant.png]] '''Auto replant''' - Enable plants to automatically harvest and replant every time it grows. Cost: 200&lt;br /&gt;
&lt;br /&gt;
[[File:Fertilize.png|link=Special:FilePath/Fertilize.png]] '''Prestige''' - Removes all the plants from the grid and increases plants growth speed by 25% (multiplicative). Cost: 100*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Rewards=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mutations&amp;lt;br&amp;gt;discovered!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature Taste&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Adaptive Regeneration&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Shield of Nature&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Violent Seeds&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|30px|link=Special:FilePath/Ultimate_Module.png]] Rejuvenate&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gaia's path&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature's wrath&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Daybloom&lt;br /&gt;
|-&lt;br /&gt;
!35&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gigantic vines&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 104)&lt;br /&gt;
| +% Nature damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 103)&lt;br /&gt;
| +% Nature resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=2305</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=2305"/>
		<updated>2022-03-07T00:27:27Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Fixed minor spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of recommended scripts, see [[AI Scripts Guide]].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the global variable &amp;quot;[EmptyX]&amp;quot; to contain the value [x.0 or if x has a decimal uses that instead] / [x] / string &amp;quot;[EmptyY]&amp;quot;.&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name &amp;quot;Empty&amp;quot;.&lt;br /&gt;
*Local: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the local variable &amp;quot;[EmptyX]&amp;quot; to contain the value [x.0 or if x has a decimal uses that instead] / [x] / string &amp;quot;[EmptyY]&amp;quot;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;quot;[Empty]&amp;quot;.&lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot [x] where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot [x] where slot 1 refers to the module at the very top of the skill menu at an offset of (X:[x], Y:[y])&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the [[Tower Testing]] window if True is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: [x] and Y: [y] of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position [x]. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position [x] where 1 represents the first cluster in the list.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;quot;[Item]&amp;quot; (T[X]) a total of [y.0 or if y has a decimal uses that instead] times by using only items inside the main inventory. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into machine Oven. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: [x] and Y: [y] and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position [x] in the list of offers (first offer is at position 0) using [y.0 or if y has a decimal uses that instead] (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Fill Inventory&lt;br /&gt;
**Sets the Fill Inventory button to the [T/F] state.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine [[Power Stones]] with the usual combine rules up to Tier [x] (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute [[Power Stones]]&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot;&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot; up to Tier 1.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a [[Power Stones|Power Stone]] from [place] in slot [x] to [place]&lt;br /&gt;
*Museum: Delete&lt;br /&gt;
**Delete [[Power Stones|Power Stone]] from Inventory in Slot [x].&lt;br /&gt;
*Museum: Delete All&lt;br /&gt;
**Delete all [[Power Stones]] from Inventory.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The RAM requirements are &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;actions-7&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;8*conditions-12&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;11*impulses-15&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; bytes, rounded up. The largest requirement takes effect - they're not added together.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||1||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||1||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||1||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||1||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||1&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||3||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||3||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||2&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datatypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1864</id>
		<title>Military Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1864"/>
		<updated>2021-09-19T04:31:26Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Changed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military Perks are categorized into groups of three, separated by a Specialization every fourth tier. [[Military Perks#Specializations|Jump to Specializations]]&lt;br /&gt;
&lt;br /&gt;
 '''After each military tier you will get one point you can invest into an additional set of skills that will either give you bonuses to various stats or unlock new powerful features to aid you in your progress. There will be an equal amount of perks than there are military tiers so you will be able to max them out. Your military perk choices will define your play style rather than how fast you will be able to progress. The perk choices that are available to you are also grouped by your progression in the game so it is not possible to accidentally skill something that prevents you from progressing at an acceptable place. In the worst case scenario you will have to slightly adapt your play style.'''&lt;br /&gt;
 &lt;br /&gt;
 - [https://store.steampowered.com/news/app/1197260/view/?emclan=103582791467896851&amp;amp;emgid=3034842800964187126 Taken from the steam news article that introduces Military Perks]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Group 1 (MT1 to MT3)==&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Backups|&lt;br /&gt;
 The decision to store a copy of all your data and scientific progress turns out to save a tremendous amount of time in the long run.&lt;br /&gt;
 &lt;br /&gt;
 Starting from the next military tier your modules will not be fully reset but instead set to tier 1 with their level maximized.&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Libraries|&lt;br /&gt;
 By combining the wisdom of all structures into one place you can accumulate new knowledge faster.&lt;br /&gt;
 &lt;br /&gt;
 Increases town xp gained from tower testing by 1% for each skillpoint invested into a building skill.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Improved Conditions|&lt;br /&gt;
 By enhancing the working conditions on your island it becomes a substantially more attractive working place. Includes free healthcare for all cubes. &lt;br /&gt;
 &lt;br /&gt;
 Doubles the amount of worker slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Group 2 (MT5 to MT7)==&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Duplicates|&lt;br /&gt;
 Make sure to keep a duplicate of each module around from now on before you ship them to your contracting authority. Who are they anyway? &lt;br /&gt;
 &lt;br /&gt;
 Starting from the next military tier your modules will not be set to tier 1 but instead set to tier 5 with their level maximized.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Symmetrical Analysis|&lt;br /&gt;
 Applying the knowledge used in discovering new modules onto the basic understanding of the fundamental composition of enemies yields a higher amount of town resources upon their destruction. &lt;br /&gt;
 &lt;br /&gt;
 Multiplies resource drops from enemies with your module chance factor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Existence Taxes|&lt;br /&gt;
 Thanks to your efforts there is an abundance of things present on your island. It is time to charge them for being there. &lt;br /&gt;
 &lt;br /&gt;
 Increases your total resource drops by 5% for each town level (additively with itself but multiplicatively with all other bonuses).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Group 3 (MT9 to MT11)==&lt;br /&gt;
{{Spoiler hatnote|ERA}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Essence Purification|&lt;br /&gt;
 Condensing raw elemental essence further allows them to release more of their power.&lt;br /&gt;
 &lt;br /&gt;
 Increases the base damage bonus per elemental essence in the workshop from 1% to 5%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|International Experts|&lt;br /&gt;
 Bringing in external sources of knowledge can  greatly enhance what your town is capable if. Don't underestimate sharing experience. &lt;br /&gt;
 &lt;br /&gt;
 Town perks now use your current military tier x 2 when calculating the total bonus of a perk. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Combat Surveillance|&lt;br /&gt;
 Recording and rating the combat data of your tower in real-time seems to yield a significantly higher amount of experience than just trying to randomly guess its performance on the battlefield. &lt;br /&gt;
 &lt;br /&gt;
 Increases your tower testing xp drop rate by your town resource drop rate ^ 0.05.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Group 4 (MT13 to MT15)==&lt;br /&gt;
{{Spoiler hatnote|INFINITY}}&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Twin Singularity|&lt;br /&gt;
 Analyzing the spacial spectrums of reality reveals that there is a second layer of infinities hidden in the opposite wave direction. &lt;br /&gt;
 &lt;br /&gt;
 Doubles your region infinity highscore in infinity stone calculations, leading to a double charging rate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Time Warping|&lt;br /&gt;
 The infinity stones seem to possess strong reality warping properties. We should use them to further our quest in harvesting more of their powers. &lt;br /&gt;
 &lt;br /&gt;
 Each fully charged infinity stone increases the wave acceleration speed gained from software by 3% (additive with itself, multiplicative with other bonuses).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;TBA&amp;lt;/span&amp;gt;===&lt;br /&gt;
 TBA&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
&lt;br /&gt;
===Factory: Crafter and Fabricator (Idle Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Plant: Dyson Sphere (Active Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mine: Asteroid Mining (Mixed Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1857</id>
		<title>Military Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1857"/>
		<updated>2021-09-19T04:00:54Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Removed green coloring from second line of each collapsible, due to it breaking the collapsible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military Perks are categorized into groups of three, separated by a Specialization every fourth tier. [[Military Perks#Specializations|Jump to Specializations]]&lt;br /&gt;
&lt;br /&gt;
 After each military tier you will get one point you can invest into an additional set of skills that will either decrease the penalty of the next military tier prestige or unlock a new set of features to aid you in your progress. There will be an equal amount of perks than there are military tiers so you will be able to max them out. Your military perk choices will define your play style rather than how fast you will be able to progress. The perk choices that are available to you are also grouped by your progression in the game so it is not possible to accidentally skill something that prevents you from progressing at an acceptable place. In the worst case scenario you will have to slightly adapt your play style.&lt;br /&gt;
 &lt;br /&gt;
 - [https://store.steampowered.com/news/app/1197260/view/?emclan=103582791467896851&amp;amp;emgid=3034842800964187126 Taken from the steam news article that introduces Military Perks]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Group 1 (MT1 to MT3)==&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Backups|&lt;br /&gt;
 The decision to store a copy of all your data and scientific progress turns out to save a tremendous amount of time in the long run.&lt;br /&gt;
 &lt;br /&gt;
 Starting from the next military tier your modules will not be fully reset but instead set to tier 1 with their level maximized.&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Libraries|&lt;br /&gt;
 By combining the wisdom of all structures into one place you can accumulate new knowledge faster.&lt;br /&gt;
 &lt;br /&gt;
 Increases town xp gained from tower testing by 1% for each skillpoint invested into a building skill.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Improved Conditions|&lt;br /&gt;
 By enhancing the working conditions on your island it becomes a substantially more attractive working place. Includes free healthcare for all cubes. &lt;br /&gt;
 &lt;br /&gt;
 Doubles the amount of worker slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Group 2 (MT5 to MT7)==&lt;br /&gt;
&lt;br /&gt;
===Duplicates===&lt;br /&gt;
 '''Make sure to keep a duplicate of each module around from now on before you ship them to your contracting authority. Who are they anyway? '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Starting from the next military tier your modules will not be set to tier 1 but instead set to tier 5 with their level maximized.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Symmetrical Analysis===&lt;br /&gt;
 '''Applying the knowledge used in discovering new modules onto the basic understanding of the fundamental composition of enemies yields a higher amount of town resources upon their destruction. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Multiplies resource drops from enemies with your module chance factor. &amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Existence Taxes===&lt;br /&gt;
 '''Thanks to your efforts there is an abundance of things present on your island. It is time to charge them for being there. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases your total resource drops by 5% for each town level (additively with itself but multiplicatively with all other bonuses).&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==Group 3 (MT9 to MT11)==&lt;br /&gt;
{{Spoiler hatnote|ERA}}&lt;br /&gt;
&lt;br /&gt;
===Essence Purification===&lt;br /&gt;
 '''Condensing raw elemental essence further allows them to release more of their power.'''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases the base damage bonus per elemental essence in the workshop from 1% to 5%.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===International Experts===&lt;br /&gt;
 '''Bringing in external sources of knowledge can  greatly enhance what your town is capable if. Don't underestimate sharing experience. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Town perks now use your current military tier x 2 when calculating the total bonus of a perk. &amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Combat Surveillance===&lt;br /&gt;
 '''Recording and rating the combat data of your tower in realtime seems to yield a significantly higher amount of experience than just trying to randomly guess its performance on the battlefield. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases your tower testing xp drop rate by your town resource drop rate ^ 0.05.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==Group 4 (MT13 to MT15)==&lt;br /&gt;
{{Spoiler hatnote|INFINITY}}&lt;br /&gt;
&lt;br /&gt;
===Twin Singularity===&lt;br /&gt;
 '''Analyzing the spacial spectrums of reality reveals that there is a second layer of infinities hidden in the opposite wave direction. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Doubles your region infinity highscore in infinity stone calculations, leading to a higher charging rate.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Time Warping===&lt;br /&gt;
 '''The infinity stones seem to possess strong reality warping properties. We should use them to further our quest in harvesting more of their powers. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Each fully charged infinity stone increases the wave acceleration speed gained from software by 3% (additive with itself, multiplicative with other bonuses).&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;TBA&amp;lt;/span&amp;gt;===&lt;br /&gt;
 TBA&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
&lt;br /&gt;
===Factory: Crafter and Fabricator (Idle Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Plant: Dyson Sphere (Active Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mine: Asteroid Mining (Mixed Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1854</id>
		<title>Military Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1854"/>
		<updated>2021-09-19T03:53:11Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Changed old formatting to using collapsibles as well as took sections out of code blocks to improve readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military Perks are categorized into groups of three, separated by a Specialization every fourth tier. [[Military Perks#Specializations|Jump to Specializations]]&lt;br /&gt;
&lt;br /&gt;
 After each military tier you will get one point you can invest into an additional set of skills that will either decrease the penalty of the next military tier prestige or unlock a new set of features to aid you in your progress. There will be an equal amount of perks than there are military tiers so you will be able to max them out. Your military perk choices will define your play style rather than how fast you will be able to progress. The perk choices that are available to you are also grouped by your progression in the game so it is not possible to accidentally skill something that prevents you from progressing at an acceptable place. In the worst case scenario you will have to slightly adapt your play style.&lt;br /&gt;
 &lt;br /&gt;
 - [https://store.steampowered.com/news/app/1197260/view/?emclan=103582791467896851&amp;amp;emgid=3034842800964187126 Taken from the steam news article that introduces Military Perks]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Group 1 (MT1 to MT3)==&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Backups|&lt;br /&gt;
 The decision to store a copy of all your data and scientific progress turns out to save a tremendous amount of time in the long run.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Starting from the next military tier your modules will not be fully reset but instead set to tier 1 with their level maximized.&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Libraries|&lt;br /&gt;
 By combining the wisdom of all structures into one place you can accumulate new knowledge faster.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases town xp gained from tower testing by 1% for each skillpoint invested into a building skill.&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Improved Conditions|&lt;br /&gt;
 By enhancing the working conditions on your island it becomes a substantially more attractive working place. Includes free healthcare for all cubes. &lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Doubles the amount of worker slots.&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Group 2 (MT5 to MT7)==&lt;br /&gt;
&lt;br /&gt;
===Duplicates===&lt;br /&gt;
 '''Make sure to keep a duplicate of each module around from now on before you ship them to your contracting authority. Who are they anyway? '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Starting from the next military tier your modules will not be set to tier 1 but instead set to tier 5 with their level maximized.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Symmetrical Analysis===&lt;br /&gt;
 '''Applying the knowledge used in discovering new modules onto the basic understanding of the fundamental composition of enemies yields a higher amount of town resources upon their destruction. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Multiplies resource drops from enemies with your module chance factor. &amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Existence Taxes===&lt;br /&gt;
 '''Thanks to your efforts there is an abundance of things present on your island. It is time to charge them for being there. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases your total resource drops by 5% for each town level (additively with itself but multiplicatively with all other bonuses).&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==Group 3 (MT9 to MT11)==&lt;br /&gt;
{{Spoiler hatnote|ERA}}&lt;br /&gt;
&lt;br /&gt;
===Essence Purification===&lt;br /&gt;
 '''Condensing raw elemental essence further allows them to release more of their power.'''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases the base damage bonus per elemental essence in the workshop from 1% to 5%.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===International Experts===&lt;br /&gt;
 '''Bringing in external sources of knowledge can  greatly enhance what your town is capable if. Don't underestimate sharing experience. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Town perks now use your current military tier x 2 when calculating the total bonus of a perk. &amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Combat Surveillance===&lt;br /&gt;
 '''Recording and rating the combat data of your tower in realtime seems to yield a significantly higher amount of experience than just trying to randomly guess its performance on the battlefield. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Increases your tower testing xp drop rate by your town resource drop rate ^ 0.05.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==Group 4 (MT13 to MT15)==&lt;br /&gt;
{{Spoiler hatnote|INFINITY}}&lt;br /&gt;
&lt;br /&gt;
===Twin Singularity===&lt;br /&gt;
 '''Analyzing the spacial spectrums of reality reveals that there is a second layer of infinities hidden in the opposite wave direction. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Doubles your region infinity highscore in infinity stone calculations, leading to a higher charging rate.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===Time Warping===&lt;br /&gt;
 '''The infinity stones seem to possess strong reality warping properties. We should use them to further our quest in harvesting more of their powers. '''&lt;br /&gt;
 &lt;br /&gt;
 '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Each fully charged infinity stone increases the wave acceleration speed gained from software by 3% (additive with itself, multiplicative with other bonuses).&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;TBA&amp;lt;/span&amp;gt;===&lt;br /&gt;
 TBA&lt;br /&gt;
&lt;br /&gt;
==Specializations==&lt;br /&gt;
&lt;br /&gt;
===Factory: Crafter and Fabricator (Idle Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Plant: Dyson Sphere (Active Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mine: Asteroid Mining (Mixed Path)===&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1779</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1779"/>
		<updated>2021-09-03T11:54:17Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Added military perks to rewards, mainly as placeholders for when their pages exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
*Major Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
==Tier 6 - Insituation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
*Major Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 10 - Global Operator==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 11 - Planetary Domination==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2, WAVE_HORIZON.DLL&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity) - Space Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
*Major Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 13 - Exoplanetary Colonies==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 14 - Solar Conquest==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
==Tier 15 - FTL Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Minor Military Perk&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1778</id>
		<title>Military Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Perks&amp;diff=1778"/>
		<updated>2021-09-03T11:37:13Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Created page with &amp;quot;WIP&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1777</id>
		<title>Experiment: Nature</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Nature&amp;diff=1777"/>
		<updated>2021-09-03T09:47:25Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: -typo t3 Changed &amp;quot;I need many friends&amp;quot; to &amp;quot;I want many friends&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NatureExperiment.png|thumb|The Nature Experiment|link=Special:FilePath/NatureExperiment.png]]&lt;br /&gt;
[[File:Experiment Nature icon.png|left|link=Special:FilePath/Experiment_Nature_icon.png]]&lt;br /&gt;
The '''Nature experiment''' is one of 12 experiments of the [[laboratory]], available at laboratory tier 2.&lt;br /&gt;
&lt;br /&gt;
The goal of the experiment is to grow a variety of different plants by altering the temperature, daylight and surrounding plants.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
[[File:Plant list t1-5.png|thumb|Plant types listed above from left to right|link=Special:FilePath/Plant_list_t1-5.png]]&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants with an empty mouse to harvest when ready, and use the shovel to delete seeds/plants.&lt;br /&gt;
&lt;br /&gt;
Flowers grow into a number of different mutations depending on a combination of the following factors:&lt;br /&gt;
&lt;br /&gt;
*Time of day (day or night)&lt;br /&gt;
*Temperature (hot, cold or neutral) of its own tile&lt;br /&gt;
*Temperature of 1 or more of the surrounding tiles&lt;br /&gt;
*Number and type(s) of the plants in surrounding tiles&lt;br /&gt;
&lt;br /&gt;
The player must experiment with the above factors to find all mutations and unlock the rewards.&lt;br /&gt;
&lt;br /&gt;
=Plants=&lt;br /&gt;
&lt;br /&gt;
==Basic Flower (T1)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|100|Green}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I am what I am: Solution&lt;br /&gt;
|Anything that doesn't match the others, such as a t1 seed on a neutral tile during the day&lt;br /&gt;
[[File:I am what i am.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|I'm a normie!&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like cold nights: Solution&lt;br /&gt;
|t1 seed on cold tile during the night&lt;br /&gt;
[[File:I like cold nights.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it cold: Solution&lt;br /&gt;
|t1 seed on cold tile during the day&lt;br /&gt;
[[File:I like it cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It can't match &amp;quot;I like cold nights&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it hot: Solution&lt;br /&gt;
|t1 seed on hot tile during the night&lt;br /&gt;
[[File:I like it hot.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It can't match &amp;quot;I like hot days&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it dark: Solution&lt;br /&gt;
|t1 seed on neutral tile during the night&lt;br /&gt;
[[File:I like it dark.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like hot days: Solution&lt;br /&gt;
|t1 seed on hot tile during the day&lt;br /&gt;
[[File:I like hot days.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want one friend in the night: Solution&lt;br /&gt;
|2 t1 seeds on touching tiles during the night&lt;br /&gt;
[[File:I want 1 friend in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some friends: Solution&lt;br /&gt;
|5-7 t1 seeds, 1 seed in a 3x3 area surrounded by the other 4-6&lt;br /&gt;
[[File:I want some friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|I want a few friends, not too much&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need cold friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the outside plants on cold tiles&lt;br /&gt;
[[File:I need cold friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I want some friends,&amp;quot; but they're cold.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need hot friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the outside plants on hot tiles&lt;br /&gt;
[[File:I need hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{Collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I want some friends,&amp;quot; but they're hot.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want many friends: Solution&lt;br /&gt;
|1 t1 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:I want many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Get &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the friends!&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need a chilly friend: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a cold tile&lt;br /&gt;
[[File:I need a chilly friend.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need a hot buddy: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a hot tile&lt;br /&gt;
[[File:I need a hot buddy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want one friend during the day: Solution&lt;br /&gt;
|2 t1 seeds next to each other, with 1 of them on a hot tile during the day&lt;br /&gt;
[[File:I want 1 friend during the day.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want to be hot among cool friends: Solution&lt;br /&gt;
|5 t1 seeds in a + shape with the middle seed on hot tile, and outer seeds on a cold tile&lt;br /&gt;
[[File:I want to be cool among hot friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Same idea as &amp;quot;I need cold friends,&amp;quot; but with a twist.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want strong friends: Solution&lt;br /&gt;
|t1 seed surrounded by 8 t4 seeds&lt;br /&gt;
[[File:I want strong friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It's not enough to be a little bit strong.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want the strongest friends: Solution&lt;br /&gt;
|t1 seed surrounded by 8 t5 seeds&lt;br /&gt;
[[File:I want the strongest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need different friends: Solution&lt;br /&gt;
|t1 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:I need different friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Not just one type of different friends...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot party in the night: Solution&lt;br /&gt;
|9 seeds in a 3x3 pattern on hot tiles during the night&lt;br /&gt;
[[File:I want a hot party in the night.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|How many friends does it take to make a party?&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want to chill at day with many friends: Solution&lt;br /&gt;
|9 seeds in a 3x3 pattern on cold tiles during the day&lt;br /&gt;
[[File:I want to chill at day with many friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|This is our realm now (Non 3x3 pattern): Solution&lt;br /&gt;
|t1 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:This is our realm now.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It is not that I'm everything, it's only that there are five of us&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Third Hint&lt;br /&gt;
|Look at the other plant mutations for the other tiers.&lt;br /&gt;
This is our realm now&lt;br /&gt;
}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cauliflower (T2)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|2,500|Green}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I am what I am: Solution&lt;br /&gt;
|t2 seed on neutral tile during the day&lt;br /&gt;
[[File:I am what I am .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I drained their heat: Solution&lt;br /&gt;
|t2 seeds in a 3x3 pattern, with the middle tile hot and the outer tiles cold&lt;br /&gt;
[[File:I drained their heat .png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|Drained the heat from &amp;lt;i&amp;gt;many&amp;lt;/i&amp;gt; of them.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it cold: Solution&lt;br /&gt;
|t2 seed next to another t2 seed during the night&lt;br /&gt;
[[File:I like it cold t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like it hot: Solution&lt;br /&gt;
|t2 seed on hot tile during the day&lt;br /&gt;
[[File:I like it hot t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need to be alone in the dark: Solution&lt;br /&gt;
|t2 seed on neutral tile during the night&lt;br /&gt;
[[File:Alone in dark t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need different friends: Solution&lt;br /&gt;
|t2 seed surrounded by 2 of every other seed type on neutral tiles&lt;br /&gt;
[[File:Diff friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some friends: Solution&lt;br /&gt;
|5-7 t2 seeds, 1 seed in a 3x3 area surrounded by the other 4-6 seeds all on neutral tiles&lt;br /&gt;
[[File:Some friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want many friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds all on neutral tiles&lt;br /&gt;
[[File:Many friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I need weak friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 seeds all on neutral tiles&lt;br /&gt;
[[File:Weak friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want slightly stronger friends: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t3 seeds all on neutral tiles&lt;br /&gt;
[[File:Slight stronger friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a cold army: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t1 seeds on cold tiles&lt;br /&gt;
[[File:Cold army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot army: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t1 seeds on hot tiles&lt;br /&gt;
[[File:Hot army t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a cold army I can trust: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds on cold tiles&lt;br /&gt;
[[File:Cold army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want a hot army I can trust: Solution&lt;br /&gt;
|1 t2 seed surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Hot army trust t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want balanced soil in the night: Solution&lt;br /&gt;
|a checkers pattern with hot/cold tiles in a 3x3 area(NO SEEDS NEEDED), with a t2 seed in center&lt;br /&gt;
[[File:Balanced soil night t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like cold days: Solution&lt;br /&gt;
|t2 seed on cold tile during the day&lt;br /&gt;
[[File:Cold days t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I like hot nights: Solution&lt;br /&gt;
|2 t2 seeds next to each other, with at least 1 on a hot tile during the night&lt;br /&gt;
[[File:Hot nights t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|They drained my heat: Solution&lt;br /&gt;
|t2 seed on cold tile surrounded by 8 t2 seeds on hot tiles&lt;br /&gt;
[[File:Drained heat t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want the strongest friends: Solution&lt;br /&gt;
|t2 seed surrounded by at least 5 t5 seeds&lt;br /&gt;
[[File:Strongest friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|I want some hot spots for my cold friends in the night: Solution&lt;br /&gt;
|In the night, t2 seed surrounded by 8 t2 seeds, with corner tiles cold and the tiles up, down, left, and right hot&lt;br /&gt;
[[File:Hot cold friends t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|This is our realm now: Solution&lt;br /&gt;
|t2 seed with the 4 other tiers to its different sides&lt;br /&gt;
[[File:Our realm t2.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bell Plant (T3)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|75,000|Green}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: t3 seed on neutral tile during the night&lt;br /&gt;
[[File:I am what I am t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Boil Me&lt;br /&gt;
|Solution: T3 seed on a hot tile surrounded by 8 T2 seeds on hot tiles during the day.&lt;br /&gt;
[[File:boil me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|It's not enough for just the tile it's on to be hot...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like it very cold&lt;br /&gt;
|Solution: T3 seed on a cold tile surrounded by 8 T2 seeds on cold tiles during the night.&lt;br /&gt;
[[File:very cold.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Present me a hot commoner at night&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a hot tile next to each other at night.&lt;br /&gt;
[[File:hot commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want a cold commoner next to me&lt;br /&gt;
|Solution: T3 seed on a neutral tile and a T1 seed on a cold tile next to each other&lt;br /&gt;
[[File:cold commoner.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Commoners refer to me and my other mutations as the &amp;quot;Bell Plant&amp;quot;. They fuel this mutation with their presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T1 seeds on neutral tiles&lt;br /&gt;
[[File:commoners fuel.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2 of each other tier seeds on neutral tiles&lt;br /&gt;
[[File:different friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need some friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 2-4 T3 seeds on neutral tiles&lt;br /&gt;
[[File:some friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on neutral tiles&lt;br /&gt;
[[File:many friends t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The sound of cold bells in the night empowers me.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on cold tiles at night.&lt;br /&gt;
[[File:cold bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The sound of hot bells makes my day brighter.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 8 T3 seeds on hot tiles during the day.&lt;br /&gt;
[[File:hot bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Lonely noon serenade&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile during the day.&lt;br /&gt;
[[File:noon serenade.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The commoners and I shall freeze at night.&lt;br /&gt;
|Solution: 1 T3 seed on a cold tile surrounded by 8 T1 seeds on cold tiles during the night.&lt;br /&gt;
[[File:commoners freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Provide me a hot worthy audience of my kind at night.&lt;br /&gt;
|Solution: 1 T3 seed on a hot tile surrounded by 8 T3 seeds on hot tiles during the night.&lt;br /&gt;
[[File:hot worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer a balanced crowd.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile with T3 seeds on neutral tiles neighboring it, and T1 seeds in the corners during the day.&lt;br /&gt;
[[File:balanced crowd.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer a more &amp;quot;worthy&amp;quot; audience.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 6 T3 seeds and 2 T1 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:more worthy.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: All commoners will bow at my presence.&lt;br /&gt;
|Solution: 1 T3 seed on a neutral tile surrounded by 24 T1 seeds during the day.&lt;br /&gt;
[[File:commoners bow.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer hot soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty hot tiles during the day.&lt;br /&gt;
[[File:HotSsoil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I prefer cold soil as far as I can see.&lt;br /&gt;
|Solution: 1 T3 seed on a tile surrounded by 24 empty cold tiles during the night.&lt;br /&gt;
[[File:cold Soil Bell.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Sing the bells bells bells bells bells bells bells bells Bells of [EXPUNGED]&lt;br /&gt;
|Solution: 25 T3 seeds on neutral tiles during the day.&lt;br /&gt;
[[File:bells bells.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: This is our realm now.&lt;br /&gt;
|Solution: Realm Pattern. T3 seed on a neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:our realm t3.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bush Plant (T4)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|9,250,000|Green}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T4 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Freeze me in the sun&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 4 T1 seeds on cold tiles&lt;br /&gt;
[[File:Freeze me in the sun T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Melt me in the dark&lt;br /&gt;
|Solution: T4 seed on hot tile surrounded by 4 T1 seeds on hot tiles at night&lt;br /&gt;
[[File:Melt me in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I only need myself and coldness&lt;br /&gt;
|Solution: T4 seed on cold tile surrounded by 8 cold tiles&lt;br /&gt;
[[File:I only need myself and coldness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want a clean lonely throne surrounded by hot soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 hot tiles&lt;br /&gt;
[[File:I want a clean lonely throne surrounded by hot soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want to be very lonely in the dark&lt;br /&gt;
|Solution: T4 seed on neutral tile at night&lt;br /&gt;
[[File:I want to be very lonely in the dark T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like mixed soil&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 cold tiles and 4 hot tiles&lt;br /&gt;
[[File:I like mixed soil T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 2 of each other tier&lt;br /&gt;
[[File:I need different friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 4 T4 seeds&lt;br /&gt;
[[File:I want some friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds&lt;br /&gt;
[[File:I want many friends T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Grow all of us in darkness&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T4 seeds at night&lt;br /&gt;
[[File:Grow all of us in darkness T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|&amp;quot;All of us&amp;quot; doesn't mean &amp;quot;different friends&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: In a full round there are two of us for each of our stronger brothers&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 3 T5 seeds and 5 T4 seeds&lt;br /&gt;
[[File:In a full round there are two of us for each of our stronger brothers T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Hide me in broad daylight behind a hot wall of my kind&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center neutral tile surround by 8 T4 seeds on hot tiles.&lt;br /&gt;
[[File:Hide me in broad daylight behind a hot wall of my kind T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like cold bells at night&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by 8 T3 seeds on cold tiles at night&lt;br /&gt;
[[File:I like cold bells at night T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like hot bells at night ... but not too close&lt;br /&gt;
|Solution: T4 seed on neutral tile surrounded by empty neutral tiles and 16 T3 seeds on hot tiles at night&lt;br /&gt;
[[File:I like hot bells at night ... but not to close T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: At noon when the 9 commoners bowed before their bells I froze&lt;br /&gt;
|Solution: During the day, T4 seed on cold tile with 9 T1 and T3 seeds next to each other&lt;br /&gt;
[[File:At noon when the 9 commoners bowed before their bells I froze T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Hearing the 8 bells consume cauliflowers at night made me hot (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, place a T4 seed on center hot tile surrounded by a ring of 8 T3 seeds and 7+ T2 seeds anywhere on the outer ring.&lt;br /&gt;
[[File:Hearing the 8 bells consume cauliflowers at night made me hot T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: In broad daylight I am the center of attention in a neutral world full of ignorance (Non 3x3 pattern)&lt;br /&gt;
|Solution: during the day, place a T4 seed on middle with t1 seeds filling up the rest of the board&lt;br /&gt;
[[File:In broad daylight I am the center of attention in a neutral world full of ignorance T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: We only exist within a burning hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T4 seed on the center hot tile surround by a full grid of T4 seeds on hot tiles.&lt;br /&gt;
[[File:We only exist within a burning hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: We only exist within a frozen hell (Non 3x3 pattern)&lt;br /&gt;
|Solution: In night mode. A T4 seed on the center cold tile surround by a full grid of T4 seeds on cold tiles.&lt;br /&gt;
[[File:We only exist within a frozen hell T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T4 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T4.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brain Plant (T5)==&lt;br /&gt;
&lt;br /&gt;
Cost to plant: {{cost|8,000,000,000|Green}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mutations&lt;br /&gt;
!Given Hint &amp;amp; Solution&lt;br /&gt;
!Additional Hints&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am what I am&lt;br /&gt;
|Solution: T5 seed on neutral tile&lt;br /&gt;
[[File:I am what I am T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: The soil shall become lava&lt;br /&gt;
|Solution: In day mode. A grid of 9 hot tiles with a T5 seed on the center tile.&lt;br /&gt;
[[File:The soil shall become lava T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: There is nothing colder than me&lt;br /&gt;
|Solution: During night, one T5 seed on cold tile surrounded by 8 cold tiles.&lt;br /&gt;
[[File:There is nothing colder than me.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Second Hint&lt;br /&gt;
|There's nothing colder, but there might be things that are as cold...&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am surrounded by my weakest friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T1 seeds.&lt;br /&gt;
[[File:I am surrounded by my weakest friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I sweat at night while my friends freeze&lt;br /&gt;
|Solution: During night, one T5 seed on hot tile surrounded by 8 T1 seeds on cold tiles.&lt;br /&gt;
[[File:I sweat at night while my friends freeze.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I warm my weak friends&lt;br /&gt;
|Solution: One T5 seed on hot tile surrounded by 1 seed of each tier on cold tiles.&lt;br /&gt;
[[File:I warm my weak friends.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: A crowd of hot cauliflowers froze my heart&lt;br /&gt;
|Solution: One T5 seed on cold tile surrounded by 8 T2 seeds on hot tiles.&lt;br /&gt;
[[File:A crowd of hot cauliflowers froze my heart.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I need different friends&lt;br /&gt;
|Solution: T5 seed on neutral tile surrounded by 2 of each other tier.&lt;br /&gt;
[[File:I need different friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want some friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 4 T5 seeds.&lt;br /&gt;
[[File:I want some friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want many friends&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T5 seeds.&lt;br /&gt;
[[File:I want many friends T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I like hot bells and I can not lie&lt;br /&gt;
|Solution: One T5 seed surrounded by 8 T3 seeds.&lt;br /&gt;
[[File:I like hot bells and i can not lie T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I hang with my hot siblings at night&lt;br /&gt;
|Solution: During night, one T5 seed on neutral ground surrounded by 8 T5 seeds on hot tiles.&lt;br /&gt;
[[File:I hang with my hot siblings at night T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I want everything to be balanced and equal (Non 3x3 pattern)&lt;br /&gt;
|Solution: One T5 seed on neutral ground, surrounded by 2 seeds of each tier, each on one cold and one hot tile.&lt;br /&gt;
[[File:I want everything to be balanced and equal T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am nothing but a shadow of my cold friend&lt;br /&gt;
|Solution: During day, two T5 seeds on cold tiles next to each other.&lt;br /&gt;
[[File:I am nothing but a shadow of my cold friend T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: All my friends are here and the stronger they are the more there are (Non 3x3 pattern)&lt;br /&gt;
|Solution: Needs 1 T1, 2 T2, 3 T3, 4 T4, 5 T5 and then one more T5 in the middle.&lt;br /&gt;
[[File:All my friends are here and the stronger they are the more there are T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: A couple of my friends like it cold like me while a dozen of them are the opposite (Non 3x3 pattern)&lt;br /&gt;
|Solution: 3 T5 seeds in the middle on cold tiles, surrounded by 12 T5 seeds on hot tiles.&lt;br /&gt;
[[File:A couple of my friends like it cold like me while a dozen of them are the opposite T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: My sister is on the other side (Non 3x3 pattern)&lt;br /&gt;
|Solution: Two T5 seeds on opposite corners.&lt;br /&gt;
[[File:My sister is on the other side T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: Bushes try to freeze me at night, but we fight back (Non 3x3 pattern)&lt;br /&gt;
|Solution: During the night, one T5 seed in the middle on cold tiles, surrounded by 8 T4 seeds on cold tiles, surrounded by 16 T5 seeds on hot tiles.&lt;br /&gt;
[[File:Bushes try to freeze me at night but we fight back T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: At night my heat is the center of attention in a cold world (Non 3x3 pattern)&lt;br /&gt;
|Solution: During night, one T5 seed on a hot tile with T1 seeds on cold tiles on the whole board.&lt;br /&gt;
[[File:At night my heat is the center of attention in a cold world T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: I am the cold center of this hot empty place (Non 3x3 pattern)&lt;br /&gt;
|Solution: In day mode. A T5 seed on a center cold tile surround by a full empty hot tiles.&lt;br /&gt;
[[File:I am the cold center of this hot empty place T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{collapsible&lt;br /&gt;
|Hint: This is our realm now (Non 3x3 pattern)&lt;br /&gt;
|Solution: Realm Pattern. T5 seed on the center neutral tile with each of the other seeds to the sides on neutral tiles.&lt;br /&gt;
[[File:This is our realm now T5.png|thumb]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Upgrades=&lt;br /&gt;
Harvesting plants also rewards points that can be spent on various upgrades.&lt;br /&gt;
&lt;br /&gt;
[[File:Watering can.png|link=Special:FilePath/Watering_can.png]] '''Watering can''' - Increase the time which watering lasts (has an upper limit). Time: next_lvl*150 sec, Cost: &amp;lt;code&amp;gt;floor(10*1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Auto replant.png|link=Special:FilePath/Auto_replant.png]] '''Auto replant''' - Enable plants to automatically harvest and replant every time it grows. Cost: 200&lt;br /&gt;
&lt;br /&gt;
[[File:Fertilize.png|link=Special:FilePath/Fertilize.png]] '''Prestige''' - Removes all the plants from the grid and increases plants growth speed by 25% (multiplicative). Cost: 100*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Rewards=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mutations&amp;lt;br&amp;gt;discovered!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature Taste&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Adaptive Regeneration&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px|link=Special:FilePath/Defensive_Module.png]] Shield of Nature&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Violent Seeds&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|30px|link=Special:FilePath/Ultimate_Module.png]] Rejuvenate&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gaia's path&lt;br /&gt;
|-&lt;br /&gt;
!26&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Nature's wrath&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Daybloom&lt;br /&gt;
|-&lt;br /&gt;
!35&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px|link=Special:FilePath/Offensive_Module.png]] Gigantic vines&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 104)&lt;br /&gt;
| +% Nature damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 103)&lt;br /&gt;
| +% Nature resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1762</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1762"/>
		<updated>2021-08-26T20:33:18Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Military Tier rewards are gonna need a lot more work once MP comes out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1 - Water Bombs==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2 - A Real Tank==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3 - Flying Aircraft Carrier==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4 - Nuclear Weapons==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
*MP&lt;br /&gt;
&lt;br /&gt;
==Tier 5 - Antimatter Explosives==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6 - Insituation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7 - Independent Island==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era) - Nation==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1(Wave 100B)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Workshop (Era)]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY&lt;br /&gt;
*MP&lt;br /&gt;
&lt;br /&gt;
==Tier 9 - International Politics==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: WAVE_COMPRESSION.DLL, ERA_SURGE.EXE&lt;br /&gt;
*Modules: T2(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 10 - Global Operator==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11 - Planetary Domination==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules: T3(Maxed)&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2, WAVE_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity) - Space Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
*MP&lt;br /&gt;
&lt;br /&gt;
==Tier 13 - Exoplanetary Colonies==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules: T4(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 14 - Solar Conquest==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15 - FTL Travel==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Modules: T5(Maxed)&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=1624</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=1624"/>
		<updated>2021-07-16T05:24:21Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: /* Daigoparry (module) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Upgrades==&lt;br /&gt;
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;
Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A).'''&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;
==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>Cloudninjakip</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=1623</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=1623"/>
		<updated>2021-07-16T05:22:17Z</updated>

		<summary type="html">&lt;p&gt;Cloudninjakip: Added desperado under &amp;quot;modules you can get&amp;quot; and added requirements to get daigoparry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Upgrades==&lt;br /&gt;
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 (module)===&lt;br /&gt;
&lt;br /&gt;
Parry the next 15 hits that would kill you.&lt;br /&gt;
&lt;br /&gt;
Requires beating Perfect Space and then entering the Konami Code ('''Up, Up, Down, Down, Left, Right, Left, Right, B, A).'''&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;
==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>Cloudninjakip</name></author>
		
	</entry>
</feed>