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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Craigdevonne</id>
	<title>The Perfect Tower II - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Craigdevonne"/>
	<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/Special:Contributions/Craigdevonne"/>
	<updated>2026-05-12T10:26:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.1</generator>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1041</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1041"/>
		<updated>2021-03-01T17:57:06Z</updated>

		<summary type="html">&lt;p&gt;Craigdevonne: Clearer meaning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
[[Modules]] are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a [[Modules|module]] opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the [[Modules|module]]. MAX instantly maximizes the [[Modules|module]] if possible.&lt;br /&gt;
&lt;br /&gt;
[[Modules]] can be upgraded up to level 100 at the base tier, except for certain [[Modules]] like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your [[Modules|module]] will be at the level you upgraded them to in the workshop when you start a new Tower Testing session. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your [[Modules|module]] 5 times in the workshop you'll start with a level 5 [[Modules|module]] during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your [[Modules|module]] 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the [[Modules|module]] stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the [[Modules|module]] during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the [[Modules|module]] in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional [[Modules|module]] tiers are unlocked using the military inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a [[Modules|module]] by 100 each tier, and usually increases a static effect of the [[Modules|module]]. &lt;br /&gt;
&lt;br /&gt;
Percentage based [[modules]] are usually capped at tier 5, additive [[modules]] are usually infinite.&lt;br /&gt;
&lt;br /&gt;
Currently, there are 272 [[modules]], but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are five categories of [[modules]]:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare [[modules]] that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of [[modules]] that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where [[modules]] become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Craigdevonne</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1040</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1040"/>
		<updated>2021-03-01T17:33:46Z</updated>

		<summary type="html">&lt;p&gt;Craigdevonne: Added module links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
[[Modules]] are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a [[Modules|module]] opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the [[Modules|module]]. MAX instantly maximizes the [[Modules|module]] if possible.&lt;br /&gt;
&lt;br /&gt;
[[Modules]] can be upgraded up to level 100 at the base tier, except for certain [[Modules]] like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your [[Modules|module]] will be at the level you upgraded them to in the workshop when you start a new wave. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your [[Modules|module]] 5 times in the workshop you'll start with a level 5 [[Modules|module]] during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your [[Modules|module]] 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the [[Modules|module]] stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the [[Modules|module]] during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the [[Modules|module]] in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional [[Modules|module]] tiers are unlocked using the military inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a [[Modules|module]] by 100 each tier, and usually increases a static effect of the [[Modules|module]]. &lt;br /&gt;
&lt;br /&gt;
Percentage based [[modules]] are usually capped at tier 5, additive [[modules]] are usually infinite.&lt;br /&gt;
&lt;br /&gt;
Currently, there are 272 [[modules]], but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are five categories of [[modules]]:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare [[modules]] that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of [[modules]] that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where [[modules]] become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Craigdevonne</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1039</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1039"/>
		<updated>2021-03-01T17:29:20Z</updated>

		<summary type="html">&lt;p&gt;Craigdevonne: Fixed image placement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
[[Modules]] are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a [[Modules|module]] opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the [[Modules|module]]. MAX instantly maximizes the [[Modules|module]] if possible.&lt;br /&gt;
&lt;br /&gt;
[[Modules]] can be upgraded up to level 100 at the base tier, except for certain modules like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your modules will be at the level you upgraded them to in the workshop when you start a new wave. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional [[Modules|module]] tiers are unlocked using the military inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a [[Modules|module]] by 100 each tier, and usually increases a static effect of the [[Modules|module]]. &lt;br /&gt;
&lt;br /&gt;
Percentage based [[modules]] are usually capped at tier 5, additive [[modules]] are usually infinite.&lt;br /&gt;
&lt;br /&gt;
Currently, there are 272 [[modules]], but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are five categories of [[modules]]:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare [[modules]] that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of [[modules]] that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where [[modules]] become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Craigdevonne</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1038</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=1038"/>
		<updated>2021-03-01T17:26:26Z</updated>

		<summary type="html">&lt;p&gt;Craigdevonne: Added an explanation for the module stats view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
[[Modules]] are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a [[Modules|module]] opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the [[Modules|module]]. MAX instantly maximizes the [[Modules|module]] if possible.&lt;br /&gt;
&lt;br /&gt;
[[Modules]] can be upgraded up to level 100 at the base tier, except for certain modules like Attack Speed. &lt;br /&gt;
&lt;br /&gt;
Your modules will be at the level you upgraded them to in the workshop when you start a new wave. &lt;br /&gt;
&lt;br /&gt;
For example, if you upgrade your module 5 times in the workshop you'll start with a level 5 module during tower testing.&lt;br /&gt;
&lt;br /&gt;
If you have upgraded your module 395 times in the workshop at tier 4 and it has a max level of 100, you only need to upgrade 5 times during tower testing for the max stat.&lt;br /&gt;
&lt;br /&gt;
The first green number in the image to the right showing the module stats view is (ModuleTier * MaxModuleBaseLevel) - ModuleLevel&lt;br /&gt;
&lt;br /&gt;
The second number indicates how many times you need to upgrade the module during tower testing with XP to have that stat.&lt;br /&gt;
&lt;br /&gt;
The third yellow number that is shown when you hover over the upgrade button is what the stats will be after you upgrade the module in the workshop.&lt;br /&gt;
&lt;br /&gt;
Additional [[Modules|module]] tiers are unlocked using the military inside the [[Headquarters|headquarters]]. Each additional tier increases the maximum level cap of a [[Modules|module]] by 100 each tier, and usually increases a static effect of the [[Modules|module]]. &lt;br /&gt;
[[File:Module Stats.png|thumb|Module Stats View]]&lt;br /&gt;
Percentage based [[modules]] are usually capped at tier 5, additive [[modules]] are usually infinite.&lt;br /&gt;
&lt;br /&gt;
Currently, there are 272 [[modules]], but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are five categories of [[modules]]:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare [[modules]] that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of [[modules]] that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where [[modules]] become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Craigdevonne</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Module_Stats.png&amp;diff=1037</id>
		<title>File:Module Stats.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Module_Stats.png&amp;diff=1037"/>
		<updated>2021-03-01T17:20:01Z</updated>

		<summary type="html">&lt;p&gt;Craigdevonne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of the stats for a module&lt;/div&gt;</summary>
		<author><name>Craigdevonne</name></author>
		
	</entry>
</feed>